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CTT/Server/Hotfix/Game/Handler/UI/Skill/C2M_UseMainUISkillHandler.cs

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2.9 KiB
C#
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2021-04-08 20:09:59 +08:00
using System;
using System.Collections.Generic;
using System.Net;
using ET;
using Cal.DataTable;
namespace ET
{
[ActorMessageHandler]
public class C2M_UseMainUISkillHandler : AMActorLocationRpcHandler<Unit, C2M_UseMainUISkill, M2C_UseMainUISkill>
{
protected override async ETTask Run(Unit unit, C2M_UseMainUISkill request, M2C_UseMainUISkill response, Action reply)
{
if (!unit.IsAlive)
{
response.Message = "您已经死亡!";
reply();
return;
}
UserSetting userSetting = unit.GetComponent<UserSetting>();
if (userSetting == null)
{
Log.Error("userSetting == null");
reply();
return;
}
if (userSetting.IsAutoSkill)
{
response.Message = "自动战斗中...";
reply();
return;
}
if (!userSetting.canUse)
{
response.Message = "公共CD冷却中";
reply();
return;
}
if(unit.teamState != TeamState.Fight)
{
response.Message = "战斗中才可以使用!";
reply();
return;
}
var arr = userSetting.GetMainUISlots();
if (request.SlotId < 0 || request.SlotId >= arr.Length)
{
Log.Error(($" request.SlotId = {request.SlotId} is out of arr when spell skill 【{ UserComponent.Instance.Get(unit.Id)?.NickName} ({ unit.Id})】"));
response.Message = "系统错误!";
reply();
return;
}
var mainUISlot = arr[request.SlotId];
if (mainUISlot == null)
{
response.Message = "点击了空格子,请拖入技能或者物品!";
reply();
return;
}
int skillId = mainUISlot.RealId;
if (skillId == 0)
{
response.Message = "点击了空格子,请拖入技能或者物品!";
reply();
return;
}
long now = TimeHelper.ClientNow();
if (mainUISlot.MainUIType == MainUIType.SkillSlot)
{
var ai = unit.GetComponent<SkillAI>();
var ret = ai.PlaySkill(skillId, now);
if (ret != null)
response.Message = ret;
else
{
var skillMgr = unit.GetComponent<SkillMgrComponent>();
SkillLogic skillLogic = skillMgr.GetSkill(skillId);
userSetting.StartCD( MainUIType.SkillSlot,skillId,skillLogic.skillConfig.CD);
}
}
reply();
await ETTask.CompletedTask;
}
}
}