def __init__(self): KBEngine.Entity.__init__(self) NPCObject.__init__(self) GameObject.__init__(self) DEBUG_MSG("[CellApp] Weapon::__init__: called, attackId: %i" % self.attackId) self.territoryControllerID = 0
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 __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): 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) 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): 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) 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) NPCObject.__init__(self) Motion.__init__(self)
def __init__(self): NPCObject.__init__(self) Motion.__init__(self)
def __init__(self): Ouroboros.Entity.__init__(self) NPCObject.__init__(self) Motion.__init__(self)
def __init__(self): shyloo.Entity.__init__(self) NPCObject.__init__(self) Motion.__init__(self)