def onRemoveEnemy(self, entityID): """ virtual method. Delete enemy """ AI.onRemoveEnemy(self, entityID) Combat.onRemoveEnemy(self, entityID)
def onEnemyEmpty(self): """ virtual method. 敌人列表空了 """ AI.onEnemyEmpty(self) Combat.onEnemyEmpty(self)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self)
def onAddEnemy(self, entityID): """ virtual method. 有敌人进入列表 """ AI.onAddEnemy(self, entityID) Combat.onAddEnemy(self, entityID)
def onAddEnemy(self, entityID): """ virtual method. Enemy enters the list """ AI.onAddEnemy(self, entityID) Combat.onAddEnemy(self, entityID)
def onRemoveEnemy(self, entityID): """ virtual method. 删除敌人 """ AI.onRemoveEnemy(self, entityID) Combat.onRemoveEnemy(self, entityID)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Combat.__init__(self) Arsenal.__init__(self) State.__init__(self) Settle.__init__(self) #self.topSpeed = self.moveSpeed + 5.0 self.topSpeed = 0.0 # 默认开始的尺寸 self.modelRadius = 0.5 self.changeState(GameConfigs.ENTITY_STATE_FREE) # 随机的初始化一个出生位置 # self.position = GameUtils.randomPosition3D(self.modelRadius) # self.topSpeedY = 10.0 self.getCurrSpace().onEnter(self) # 可视范围起始位30米,后期根据长大尺寸调整 # self.setViewRadius(30.0, 1.0) DEBUG_MSG('Avatar::__init__: id = %i ,position:(%f,%f,%f)' % (self.id, self.position.x, self.position.y, self.position.z))
def __init__(self): shyloo.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self)
def onEnemyEmpty(self): """ virtual method. The enemy list is empty """ AI.onEnemyEmpty(self) Combat.onEnemyEmpty(self)
def onDestroy(self): """ KBEngine method. entity销毁 """ DEBUG_MSG("Avatar::onDestroy: %i." % self.id) Teleport.onDestroy(self) Combat.onDestroy(self)
def __init__(self): GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self) Spell.__init__(self) Teleport.__init__(self) Dialog.__init__(self)
def __init__(self): Ouroboros.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self) AnimationState.__init__(self)
def onDestroy(self): """ Ouroboros method. Entity destruction """ DEBUG_MSG("Avatar::onDestroy: %i." % self.id) Teleport.onDestroy(self) Combat.onDestroy(self)
def __init__(self): NPCObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) Combat.__init__(self) Spell.__init__(self) AI.__init__(self)
def onDestroy(self): """ shyloo method. entity销毁 """ DEBUG_MSG("Avatar::onDestroy: %i." % self.id) Teleport.onDestroy(self) Combat.onDestroy(self)
def __init__(self): NPCObject.__init__(self) State.__init__(self) AbilityBox.__init__(self) AuraBox.__init__(self) Combat.__init__(self) GameObject.__init__(self) self.onEnable()
def __init__(self): KBEngine.Entity.__init__(self) NPCObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) Combat.__init__(self) Spell.__init__(self) AI.__init__(self)
def __init__(self): KBEngine.Entity.__init__(self) NPCObject.__init__(self) Motion.__init__(self) Combat.__init__(self) State.__init__(self) SkillEffectMgr.__init__(self) self.seTimer = self.addTimer(0.1, 0.1, SCDefine.TIMER_TYPE_BUFF_TICK) ERROR_MSG("npc init, id is :%i" % (self.mid))
def __init__(self): Ouroboros.Entity.__init__(self) GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self) AuraBox.__init__(self) AbilityBox.__init__(self) AnimationState.__init__(self)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Flags.__init__(self) State.__init__(self) SkillBox.__init__(self) Combat.__init__(self) Spell.__init__(self) Dialog.__init__(self) Teleport.__init__(self)
def __init__(self): shyloo.Entity.__init__(self) GameObject.__init__(self) Flags.__init__(self) State.__init__(self) SkillBox.__init__(self) Combat.__init__(self) Spell.__init__(self) Dialog.__init__(self) Motion.__init__(self) Teleport.__init__(self)
def takeDamage(self, receiverID, damage): DEBUG_MSG( " Avatar takeDamage self.id = %i receiverID = %i damage = %i" % (self.id, receiverID, damage)) if receiverID == self.id: Combat.recvDamage(self, self.id, 1, 0, damage) target = KBEngine.entities.get(receiverID) if target is None: ERROR_MSG("Spell::spellTarget( %i ):receiverID = %i not found" % (self.id, receiverID)) return Combat.recvDamage(target, self.id, 1, 0, damage)
def __init__(self): KBEngine.Entity.__init__(self) NPCObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) Combat.__init__(self) Spell.__init__(self) AI.__init__(self) if self.modelID == 20002001: self.layer = 1 # entity所在的层,可以设置多个不同的navmesh层来寻路
def __init__(self): GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) Combat.__init__(self) Spell.__init__(self) Teleport.__init__(self) Dialog.__init__(self) # 设置每秒允许的最快速度, 超速会被拉回去 self.topSpeed = 10.0
def __init__(self): KBEngine.Entity.__init__(self) NPCObject.__init__(self) State.__init__(self) Motion.__init__(self) Combat.__init__(self) Spell.__init__(self) AI.__init__(self) # entity所在的层,可以设置多个不同的navmesh层来寻路, 这里20002001是warring-demo中在天上的飞龙, # 第0层是地面,第1层是忽略建筑物的寻路层 if self.modelID == 20002001: self.layer = 1
def __init__(self): Ouroboros.Entity.__init__(self) NPCObject.__init__(self) State.__init__(self) AnimationState.__init__(self) Motion.__init__(self) Combat.__init__(self) Ability.__init__(self) AI.__init__(self) # The layer where the entity is located can be set up with multiple different navmesh layers to find the way. Here, 20002001 is the dragon in the warring-demo. # The 0th floor is the ground, and the 1st floor is the pathfinding layer that ignores the building. '''if self.modelID == 20002001:
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) SkillBox.__init__(self) Combat.__init__(self) Spell.__init__(self) Teleport.__init__(self) Dialog.__init__(self) # 设置每秒允许的最快速度, 超速会被拉回去 self.topSpeed = self.moveSpeed + 5.0
def __init__(self): KBEngine.Entity.__init__(self) NPCObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) Combat.__init__(self) Spell.__init__(self) AI.__init__(self) # entity所在的层,可以设置多个不同的navmesh层来寻路, 这里20002001是warring-demo中在天上的飞龙, # 第0层是地面,第1层是忽略建筑物的寻路层 #if self.modelID == 20002001: # self.layer = 1 ERROR_MSG("monster init, id is :%i, speed: %i" % (self.mid, self.moveSpeed))
def onTimer(self, tid, userArg): """ Ouroboros method. Engine callback timer trigger """ #DEBUG_MSG('TID: %i %s' % (tid, userArg)) if ServerConstantsDefine.TIMER_TYPE_HEARTBEAT == userArg: Combat.onTimer(self, tid, userArg) if ServerConstantsDefine.TIMER_TYPE_HEARTBEAT == userArg: self.onHeardTimer() if ServerConstantsDefine.TIMER_TYPE_AURA_TICK == userArg: AuraBox.onTimer(self, tid, userArg) if ServerConstantsDefine.TIMER_TYPE_ABILITY_TICK == userArg: AbilityBox.onTimer(self, tid, userArg)
def __init__(self): shyloo.Entity.__init__(self) GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) SkillBox.__init__(self) Combat.__init__(self) Spell.__init__(self) Teleport.__init__(self) Dialog.__init__(self) # 设置每秒允许的最快速度, 超速会被拉回去 self.topSpeed = self.moveSpeed + 5.0 # self.topSpeedY = 10.0 # 如果为7说明在UE4地图中,那么为了配合demo的移动速度,我们将限制设置得更大一些 if self.spaceUType == 7: self.topSpeed = 0
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) SkillBox.__init__(self) Combat.__init__(self) Spell.__init__(self) Teleport.__init__(self) Dialog.__init__(self) # 设置每秒允许的最快速度, 超速会被拉回去 self.topSpeed = self.moveSpeed + 5.0 # self.topSpeedY = 10.0 if self.spaceUType == 1000: self.spaceUType = self.getCurrSpace().spaceUType self.topSpeed = 0
def __init__(self): GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self)
def onDestroy(self): """ entity销毁 """ NPCObject.onDestroy(self) Combat.onDestroy(self)
def __init__(self): GameObject.__init__(self) Combat.__init__(self) Spell.__init__(self)