def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__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 __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): GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) Combat.__init__(self) Spell.__init__(self) Dialog.__init__(self) Teleport.__init__(self)
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) Dialog.__init__(self) Teleport.__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) Motion.__init__(self) Teleport.__init__(self)
def __init__(self): Ouroboros.Entity.__init__(self) GameObject.__init__(self) AnimationState.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) Combat.__init__(self) AbilityBox.__init__(self) AuraBox.__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): DEBUG_MSG("Avatar[%i].cell::__init__" % self.id) KBEngine.Entity.__init__(self) Motion.__init__(self) GameObject.__init__(self) self.setViewRadius(200, 5) self.jiaSuTimerId = [] self.BattleFieldCell.cellAvatars[self.id] = self if self.name == "t1": self.keepJiaSuTime = 10
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Motion.__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): 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): 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) 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): 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 onTimer(self, tid, userArg): """ Ouroboros method. Engine callback timer trigger """ # DEBUG_MSG("%s::onTimer: %i, tid:%i, arg:%i" % (self.getScriptName(), self.id, tid, userArg)) GameObject.onTimer(self, tid, userArg) #Ability.onTimer(self, tid, userArg) if ServerConstantsDefine.TIMER_TYPE_HEARTBEAT == userArg: self.onHeardTimer() if ServerConstantsDefine.TIMER_TYPE_COMBAT_TICK == userArg: Combat.onTimer(self, tid, userArg) if ServerConstantsDefine.TICK_TYPE_MOTION == userArg: Motion.onTimer(self, tid, userArg) 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): 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): Ouroboros.Entity.__init__(self) NPCObject.__init__(self) Motion.__init__(self)
def __init__(self): KBEngine.Entity.__init__(self) Character.__init__(self) Motion.__init__(self) AI.__init__(self)
def __init__(self): NPCObject.__init__(self) Motion.__init__(self)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self)
def __init__(self): GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self)
def __init__(self): KBEngine.Entity.__init__(self) Character.__init__(self) Motion.__init__(self) ERROR_MSG("Role.Cell::__init__. self.spaceID: %i" % self.spaceID )
def __init__(self): GameObject.__init__(self) Motion.__init__(self)
def __init__(self): shyloo.Entity.__init__(self) NPCObject.__init__(self) Motion.__init__(self)