def __init__(self): shyloo.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self)
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 onSubStateChanged_(self, oldSubState, newSubState): """ virtual method. 子状态改变了 """ State.onSubStateChanged_(self, oldSubState, newSubState) AI.onSubStateChanged_(self, oldSubState, newSubState)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self)
def onSubStateChanged_(self, oldSubState, newSubState): """ virtual method. Substate changed """ State.onSubStateChanged_(self, oldSubState, newSubState) AI.onSubStateChanged_(self, oldSubState, newSubState) AnimationState.onSubStateChanged_(self, oldSubState, newSubState)
def onStateChanged_(self, oldstate, newstate): """ virtual method. entity状态改变了 """ State.onStateChanged_(self, oldstate, newstate) AI.onStateChanged_(self, oldstate, newstate) NPCObject.onStateChanged_(self, oldstate, newstate)
def onForbidChanged_(self, forbid, isInc): """ virtual method. entity禁止 条件改变 @param isInc : 是否是增加 """ State.onForbidChanged_(self, forbid, isInc) AI.onForbidChanged_(self, forbid, isInc)
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 __init__(self): NPCObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) Combat.__init__(self) Spell.__init__(self) AI.__init__(self)
def onForbidChanged_(self, forbid, isInc): """ virtual method. Entity prohibits condition change @param isInc : Is it an increase? """ State.onForbidChanged_(self, forbid, isInc) AI.onForbidChanged_(self, forbid, isInc)
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) 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) 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): 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): NPCObject.__init__(self) State.__init__(self) AbilityBox.__init__(self) AuraBox.__init__(self) Combat.__init__(self) GameObject.__init__(self) self.onEnable()
def onStateChanged_(self, oldstate, newstate): """ virtual method. The entity state has changed. """ State.onStateChanged_(self, oldstate, newstate) AI.onStateChanged_(self, oldstate, newstate) NPCObject.onStateChanged_(self, oldstate, newstate) AnimationState.onStateChanged_(self, oldstate, newstate)
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 __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 __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): 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): Ouroboros.Entity.__init__(self) GameObject.__init__(self) State.__init__(self) AnimationState.__init__(self) Motion.__init__(self) AbilityBox.__init__(self) AuraBox.__init__(self) Ability.__init__(self) Teleport.__init__(self) Combat.__init__(self) Auxiliary.__init__(self) # Dialog.__init__(self) # Set the fastest speed allowed per second, the speed will be pulled back self.topSpeed = self.moveSpeed + 15.0 # self.topSpeedY = 10.0 self.setDefaultData() self.resetProperties() self.updateBaseProperties() self.resetEntity() self.onEnable()
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) State.__init__(self) self.territoryControllerID = 0 self.destroyTime = self.getDatas()["destroyTime"] self.explodeTime = self.getDatas().get("explodeTime", 0) self.changeState(GameConfigs.ENTITY_STATE_FREE) self.addTimer(0.01, 0, SCDefine.TIMER_TYPE_WEAPON_IN_WORLD) #只需要觸發一次 DEBUG_MSG( "Weapon::__init__: %i. attackerID:%i,ownerID:%i,destroyTime:%i" % (self.id, self.attackerID, self.ownerID, self.destroyTime)) DEBUG_MSG( 'Weapon::__init__: id = %i ,position:(%f,%f,%f),direction(%f,%f,%f),forward(%f,%f,%f)' % (self.id, self.position.x, self.position.y, self.position.z, self.direction.x, self.direction.y, self.direction.z, self.destForward.x, self.destForward.y, self.destForward.z))
def __init__(self): GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self)