public async Task <IActionResult> Edit(int id, [Bind("RoleSkinID,NameRoleSkin")] RoleSkin roleSkin)
        {
            if (id != roleSkin.RoleSkinID)
            {
                return(NotFound());
            }

            if (ModelState.IsValid)
            {
                try
                {
                    _context.Update(roleSkin);
                    await _context.SaveChangesAsync();
                }
                catch (DbUpdateConcurrencyException)
                {
                    if (!RoleSkinExists(roleSkin.RoleSkinID))
                    {
                        return(NotFound());
                    }
                    else
                    {
                        throw;
                    }
                }
                return(RedirectToAction(nameof(Index)));
            }
            return(View(roleSkin));
        }
Beispiel #2
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 public virtual void DeadEffect()
 {
     if (this is Role)
     {
         RoleSkin   skin  = GetSkin() as RoleSkin;
         Vector3    pos   = Vector3.zero;
         GameObject posgo = GetSkin().ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectPos);
         if (posgo != null)
         {
             pos = posgo.transform.position;
         }
         pos.z = 1.5f;
         //SkillEffects._instance.LoadEffect("effect/prefab/", "2000231",pos,1f);
         GameObjectActionExcute       gae      = EffectM.LoadEffect(EffectM.sPath, "2000231", pos, BattleEnvironmentM.GetLifeMBornNode(true));
         GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1f);
         gae.AddAction(ndEffect);
     }
     else if (this is Building)
     {
         Vector3 pos = GetPos();
         pos.y += 1.5f;
         GameObjectActionExcute       gae      = EffectM.LoadEffect(EffectM.sPath, "2000271", pos, BattleEnvironmentM.GetLifeMBornNode(true));
         GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1f);
         gae.AddAction(ndEffect);
     }
 }
    public override void StartHitByBuild()
    {
        RoleSkin skin = m_Skin as RoleSkin;

        if (skin != null)
        {
            skin.ShowAngerEffect(false);
        }
    }
        public async Task <IActionResult> Create([Bind("RoleSkinID,NameRoleSkin")] RoleSkin roleSkin)
        {
            if (ModelState.IsValid)
            {
                _context.Add(roleSkin);
                await _context.SaveChangesAsync();

                return(RedirectToAction(nameof(Index)));
            }
            return(View(roleSkin));
        }
    public override void Finish()
    {
        base.Finish();
        RoleSkin skin = m_Skin as RoleSkin;

        if (skin != null)
        {
            skin.ShowAngerEffect(true);
        }
        Transform t = m_Skin.tRoot;

        t.localScale = new Vector3(1, 1, 1);
    }
Beispiel #6
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    public override void DeadEffect()
    {
        RoleSkin skin = m_Skin as RoleSkin;

        GameObject posgo = m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectBottomPos);
        Vector3    pos   = posgo.transform.position;

        pos.z = 1.5f;
        GameObject                   go       = null;
        GameObjectActionExcute       gae      = EffectM.LoadEffect(EffectM.sPath, "2000811", pos, BattleEnvironmentM.GetLifeMBornNode(true));
        GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(2f);

        gae.AddAction(ndEffect);
        go = gae.gameObject;
    }
    public GridActionCmdFly100003(Life Parent, List <Vector3> pos, float speed, int ModelType)
        : base(Parent, pos, speed, ModelType)
    {
        // Debug.Log("GridActionCmdFly100003");
        RoleSkin r = m_Skin as RoleSkin;

        if (r != null)
        {
            GameObject posgo = r.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.LeftHandPos);
            if (posgo != null)
            {
                RolePropertyM rp = posgo.GetComponentInChildren <RolePropertyM>();
                if (rp != null)
                {
                    r.ChangeState(AnimatorState.Fly00000);
                }
            }
        }
        r.EnableColider(true);
    }
Beispiel #8
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 public void CreateSkin(Transform parent, int roleType, string roleName, AnimatorState aniState, bool isplayer)
 {
     m_Skin = new RoleSkin();
     m_Skin.CreateSkin(parent, roleType, roleName, aniState, isplayer);
 }