Beispiel #1
0
    override public bool Init(ObjectInitParam param)
    {
        if (!base.Init(param))
        {
            return(false);
        }

        mHomePosition.x = mPosition.x;
        mHomePosition.y = mPosition.y;
        mHomePosition.z = mPosition.z;

        mProperty = new RoleProperty();

        mActionCenter         = new BattleUnitActionCenter(this);
        mSkillContainer       = new BattleUnitSkillContainer();
        mSkillEffectManager   = new SkillEffectManager(this);
        mActiveFlagsContainer = new ActiveFlagsContainer();
        mRandEventContainer   = new BattleUnitRandEventContainer();

        mHitMaterialEffectCdContainer = new HitMaterialEffectCdContainer();

        // 默认透明度为100.
        SetBaseProperty((int)PropertyTypeEnum.PropertyTypeAlpha, 100);

        // 默认硬直抗性为100.
        SetBaseProperty((int)PropertyTypeEnum.PropertyTypeSpasticityResistance, 100);

        SetBaseProperty((int)PropertyTypeEnum.PropertyTypeScale_Rate, 100);

        return(true);
    }
Beispiel #2
0
    override public void Destroy()
    {
        if (mBattleUintAI != null)
        {
            mBattleUintAI.Destory();
            mBattleUintAI = null;
        }

        if (mActionCenter != null)
        {
            mActionCenter.Destroy();
            mActionCenter = null;
        }

        if (mSkillEffectManager != null)
        {
            SkillDetails.OnSkillEffectOwnerEvent(mSkillEffectManager, SkillEffectOwnerEventDef.OwnerLeaveScene);
            mSkillEffectManager.Destroy();
            mSkillEffectManager = null;
        }

        mActiveFlagsContainer = null;
        mRandEventContainer   = null;

        mHitMaterialEffectCdContainer = null;

        mProperty = null;

        mUIShield = null;

        base.Destroy();



        for (int i = 0; i < mAttachMents.Length; ++i)
        {
            AttachMent attach = mAttachMents[i];
            if (attach != null && attach.visual != null)
            {
                attach.visual.Destroy();
            }
            mAttachMents[i] = null;
        }
    }
Beispiel #3
0
    /// <summary>
    /// 添加材质特效和声音.
    /// </summary>
    /// <param name="owner">被添加特效和声音的单位</param>
    /// <param name="cdContainer">cd的容器, 该函数会检查并设置CD.</param>
    /// <param name="name">添加的类型(被击, 死亡等)</param>
    /// <param name="impactDamageType">impact的伤害类型</param>
    public static ErrorCode AddMaterialBehaviour(BattleUnit owner, HitMaterialEffectCdContainer cdContainer,
                                                 MaterialBehaviourDef name, ImpactDamageType impactDamageType, float dir
                                                 )
    {
        // 无效的伤害类型.
        if (impactDamageType >= ImpactDamageType.Count)
        {
            return(ErrorCode.Succeeded);
        }

        // CD中, 只有被击的材质特效有CD, 死亡材质特效没有CD.
        if (name == MaterialBehaviourDef.OnMaterialBeHit && cdContainer.IsCoolingDown(impactDamageType))
        {
            return(ErrorCode.CoolingDown);
        }

        uint materialID = owner.GetMaterialResourceID();

        if (materialID == uint.MaxValue)
        {
            ErrorHandler.Parse(ErrorCode.ConfigError, owner.dbgGetIdentifier() + " 没有材质!");
            return(ErrorCode.ConfigError);
        }

        MaterialTableItem material = DataManager.MaterialTable[materialID] as MaterialTableItem;

        if (material == null)
        {
            SkillUtilities.ResourceNotFound("material", materialID);
            return(ErrorCode.ConfigError);
        }

        if (name == MaterialBehaviourDef.OnMaterialBeHit)
        {
            cdContainer.StartCd(impactDamageType);
        }

        MaterialItem item = material.items[(int)impactDamageType];

        uint   effectID  = uint.MaxValue;
        uint   sound     = uint.MaxValue;
        string bindpoint = "";

        switch (name)
        {
        case MaterialBehaviourDef.OnMaterialBeHit:
            effectID  = item.hitEffect;
            bindpoint = material.hitEffectBindpoint;
            sound     = item.sound;
            // 被击材质特效在被击者身上播放.
/*				SkillClientBehaviour.AddEffect2Object(owner, effectID, bindpoint, dir);*/
            if (string.IsNullOrEmpty(bindpoint))
            {
                SkillClientBehaviour.AddSceneEffect(effectID, owner.GetPosition(), dir);
            }
            else
            {
                SkillClientBehaviour.AddEffect2Object(owner, effectID, bindpoint, dir);
            }
            break;

        case MaterialBehaviourDef.OnMaterialDie:
            effectID  = item.deathEffect;
            bindpoint = material.deathEffectBindpoint;
            if (string.IsNullOrEmpty(bindpoint))
            {
                SkillClientBehaviour.AddSceneEffect(effectID, owner.GetPosition(), dir);
            }
            else
            {
                SkillClientBehaviour.AddEffect2Object(owner, effectID, bindpoint, dir);
            }

            break;

        default:
            break;
        }

        if (sound != uint.MaxValue)
        {
            SkillClientBehaviour.PlaySound(sound);
        }

        return(ErrorCode.Succeeded);
    }