怪物结构
2018-03-05 17:32:20 1 举报
怪物结构
作者其他创作
大纲/内容
组合
NetUnitMonster : NetUnit : IUnitMonster(怪物类)
+hand : NetActorHand+foot : NetActorRVOFoot+eye : NetActorAIEye
ActorMessageCenter(消息中心)
- actions:Dictionary-paramActions:Dictionary-paramActionsParam:Dictionary
NetLogicComponent(逻辑组件)
+gameObject:GameObject+actor:NetActor
+Awake()+Start()+BindEvent()+SomeOneRemove()+UpdateLogic()+UpdateDraw()+OnActorDestroy
NetActorRVOFoot : NetLogicComponent(移动组件)
-actorModel : NetActorModel-stopMove : bool-targetPos : Vector3-randomWalk : StateCounter-runNegative : runNegative
+Awake()+Start ()+BindEvent ()+UpdateLogicAlways (float dt)+OnActorDestroy ()-CtrlUpdate()-AngentUpdate (dt)-UpdateColliderPosition (Vector3 position)
NetReturnBuff : NetBuffUnit(护盾型buff)
NetActorHand : NetLogicComponent(释放技能组件)
-weapon : NetActorWeaponEx-isPlayingSkill : bool-timer : float-attackCD : float+ cachedSkillData : NetMonsterSkillTarget
+Awake ()+UpdateLogic (float dt)+BindEvent ()+IsCanAttack () : bool+ GetSkillAnimation () : string+ IsSkillCDDown () : bool+InitSkillBaptizeValue (NetMonsterSkillBaseData_skillBaseData)+ChangeSkillCD (float _value)+PlaySkill (object[] objs)-AttackFinish (object[] objs)-searchSkillTarget () : NetMonsterSkillTarget
NetBuffUnit:INetBuffUnit(基础型buff)
+buffId:string -hiter :IActor- attacker : IActor-state : SimpleFSM- active_state : SimpleState- sleep_state : SimpleState- liftTime : float- _timeGap : float- _timeGapTimer : float- _timer : float- _weak : int- stayBuffData : NetBuffData[]- startBuffData : NetBuffData[]
NetUnit : NetActor
+unitData:NetUnitData+firstThreat:IActor
NetDrawComponent(绘制组件)
继承
NetActorAIEye : NetLogicComponent(搜索组件)
+OnSeeSomeOne : System.Action+ attackTargetSearch : NetActorSearchTarget+ priorTargetSearch : NetActorSearchTarget
NetActorBuffAndSkill :NetLogicComponent(管理添加buff组件)
-netUnit : NetUnit
实现接口
NetActorModel : NetDrawComponent(模型组件)
+OnAwake()+GetBointBodyPoint (BointBodyPoint _point) : Vector3+GetBiontTr (BointTr _type) : Transform+SetPrefabModel (GameObject _obj)+GetRealFirePos (string _key) : Vector3-BindAction ()-SetStateEffect()-SetTransformOffset()-CreateCollider()-despownEffect()-removeTempEffectTr()-hideEffect()-SetRenderActive (bool _active)-ToCachedShaer ()-ToFreezeShader ()-OutFreezeShader ()-ToPetrifiedShader ()-OutPetrifiedShader ()-ToOutLightShader ()-OutOutLightShader ()-ToTransparentShader()-OutTransparentShader()-ToHitShader ()-OutHitShader ()-ToNowShader ()-SetCachedShader ()
NetBuffUnitPool(buff单位池)
+Instance :NetBuffUnitPool+unuseBuff : List+ usedBuff : usedBuff
INetBuffUnit(buff单位接口)
NetBuffMgr(buff管理器)
+buffs : List+gainbuffs : List+debuffs : List
NetUnitData : NetActorData(NetUnit数据)
+dcModel: NetActorModel+brain: NetMonsterBrainEx+hand : NetActorHand+buffMgr : NetBuffMgr+buffEffectMgr : NetBuffEffectMgr+threat : Threat+seekDisActors : List+targetEnemy : IUnitMonster+stopMove : StateCounter+stopAttack : StateCounter
NetActor(战场单位基类)
+logicComponents: List+drawComponent: List+actorData:NetActorData
NetActorUIUpdate : NetLogicComponent(展示血条组件)
-battleview : DlgBattle_View-netUnit : NetUnit-hpLength : float
NetMonsterBrainEx : NetLogicComponent(大脑组件)
+ currentState : NetMonsterStateEx+ MadState : NetMonsterStateMad+ VertigoState : NetMonsterStateVertigoEx+ DyingState : NetMonsterStateDying+ SleepState : NetMonsterStateSleepEx+BePushState : NetMonsterStateBePushEx+ BeDefeatState : NetMonsterStateBeDefeatEx+RunState : NetMonsterStateRunEx+ RandomRunState : NetMonsterStateRandomRunEx+ HitState : NetMonsterStateHitEx+ AttackRest: NetMonsterStateAttackRest+ WaitAttackState : NetMonsterStateWaitAttackEx+ AttackState : NetMonsterStateAttackEx+ MainAttack : NetMonsterStateMainAttackEx+ DeadState : NetMonsterStateDeadEx+ DestroyState : NetMonsterStateDestroyEx+ forceControllState : NetMonsteStateForceControllEx
NetReturnBuff : NetBuffUnit(返回型buff)
NetActorData(NetActor数据)
+GUID:NetData+position:NetData+rotation:NetData
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