Beispiel #1
0
        IEnumerator CastSkill(GameObject targetPlayer)
        {
            GetAttr().GetComponent <SkillInfoComponent> ().SetRandomActive();
            var activeSkill       = GetAttr().GetComponent <SkillInfoComponent>().GetActiveSkill();
            var skillStateMachine = SkillLogic.CreateSkillStateMachine(GetAttr().gameObject, activeSkill.skillData, GetAttr().transform.position, targetPlayer);

            Log.AI("Skill SetAni " + activeSkill.skillData.AnimationName);

            var realAttackTime = activeSkill.skillData.AttackAniTime / GetAttr().GetSpeedCoff();
            var rate           = GetAttr().animation[activeSkill.skillData.AnimationName].length / realAttackTime;

            SetAni(activeSkill.skillData.AnimationName, rate, WrapMode.Once);
            var physic = GetAttr().GetComponent <PhysicComponent>();

            while (GetAttr().animation.isPlaying&& !quit)
            {
                if (CheckEvent())
                {
                    break;
                }

                //自动向目标旋转
                Vector3 dir = targetPlayer.transform.position - GetAttr().transform.position;
                dir.y = 0;
                var newDir = Vector3.Slerp(GetAttr().transform.forward, dir, Time.deltaTime * FastRotateSpeed);
                physic.TurnTo(newDir);
                yield return(null);
            }
            skillStateMachine.Stop();
        }
Beispiel #2
0
        /// <summary>
        /// 初始化特定事件发生时候的技能层
        /// 或者 创建孩子技能
        /// </summary>
        /// <param name="item">Item.</param>
        /// <param name="evt">Evt.</param>
        void InitLayout(SkillDataConfig.EventItem item, MyEvent evt)
        {
            if (item.layout != null)
            {
                var g = Instantiate(item.layout) as GameObject;
                g.transform.parent = transform;

                //陷阱粒子效果 位置是 当前missile爆炸的位置
                //瞬间调整SkillLayout的方向为 攻击者的正方向
                g.transform.localPosition = InitPos;
                var y = attacker.transform.localRotation.eulerAngles.y;
                g.transform.localRotation = Quaternion.Euler(new Vector3(0, y, 0));
                g.transform.localScale    = Vector3.one;


                var runner = g.AddComponent <SkillLayoutRunner>();
                runner.stateMachine = this;
                runner.Event        = item;
                runner.triggerEvent = evt;
                allRunners.Add(g);
                Log.AI("SkillLayout " + item.layout.name);
            }
            else if (item.childSkillId != 0 && item.childSkillId != -1)
            {
                Log.AI("Create Child Skill " + item.childSkillId);
                SkillLogic.CreateSkillStateMachine(attacker, Util.GetSkillData(item.childSkillId, 1), evt.missile.position);
            }
        }
Beispiel #3
0
 public override void EnterState()
 {
     base.EnterState();
     Log.AI("Enter Skill State ");
     //启动技能状态机 启动动画
     activeSkill       = GetAttr().GetComponent <SkillInfoComponent> ().GetActiveSkill();
     skillStateMachine = SkillLogic.CreateSkillStateMachine(GetAttr().gameObject, activeSkill.skillData, GetAttr().transform.position);
     //GetAttr ().GetComponent<AnimationController> ().SetAnimationSampleRate (100);
 }
Beispiel #4
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        public override void EnterState()
        {
            base.EnterState();
            Log.AI("Enter Pet Skill State ");
            //启动技能状态机 启动动画
            activeSkill       = GetAttr().GetComponent <SkillInfoComponent>().GetActiveSkill();
            skillStateMachine = SkillLogic.CreateSkillStateMachine(GetAttr().gameObject, activeSkill.skillData, GetAttr().transform.position, null);

            SetAni(activeSkill.skillData.AnimationName, 1f, WrapMode.Once);
        }
Beispiel #5
0
 void OnEvent(MyEvent evt)
 {
     if (evt.type == MyEvent.EventType.HitTarget)
     {
         var target = evt.target;
         //在目标身上立即添加这个武器Buff造成的伤害Buff
         //Hurt Direct 但是伤害数值0 WeaponDamagePCT= 0
         var skmachine = SkillLogic.CreateSkillStateMachine(obj,
                                                            Util.GetSkillData(
                                                                System.Convert.ToInt32(affix.GetPara(PairEnum.Abs)), 1), Vector3.zero, target);
     }
 }
Beispiel #6
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        public override void EnterState()
        {
            base.EnterState();
            Log.AI("sentry Enter Skill State ");
            activeSkill       = GetAttr().GetComponent <SkillInfoComponent>().GetActiveSkill();
            skillStateMachine = SkillLogic.CreateSkillStateMachine(GetAttr().gameObject, activeSkill.skillData, GetAttr().transform.position, aiCharacter.GetEnemy());

            SetAni(activeSkill.skillData.AnimationName, 1f, WrapMode.Once);
            if (GetAttr().ObjUnitData.AttachToMaster)
            {
                GetAttr().StartCoroutine(TraceMaster());
            }
        }
Beispiel #7
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        IEnumerator DamageNear()
        {
            while (!IsDie)
            {
                yield return(new WaitForSeconds(3));

                BackgroundSound.Instance.PlayEffect("skill/fireimp1");
                var stateMachine = SkillLogic.CreateSkillStateMachine(obj, Util.GetSkillData(129, 1), obj.transform.position, null);
                if (affix.fireParticle != null)
                {
                    var evt = new MyEvent(MyEvent.EventType.SpawnParticle);
                    evt.particleOffset = new Vector3(0, 1, 0);
                    evt.particle2      = affix.fireParticle;
                    evt.boneName       = null;
                    evt.player         = obj;
                    MyEventSystem.myEventSystem.PushEvent(evt);
                }
            }
        }
Beispiel #8
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        /*
         * 伤害计算过程
         *      1:伤害对象判定  客户端做
         *      2:伤害数值确定   服务端 或者客户端
         *      3:伤害效果施展 例如击退  服务端 或者 客户端
         */

        //TODO:增加摇杆控制攻击方向功能 这样人物会根据摇杆方向来确定攻击目标
        IEnumerator WaitForAttackAnimation(Animation animation)
        {
            var playerMove  = GetAttr().GetComponent <MoveController>();
            var camRight    = playerMove.camRight;
            var camForward  = playerMove.camForward;
            var vcontroller = playerMove.vcontroller;
            var physics     = playerMove.GetComponent <PhysicComponent>();

            var rd = Random.Range(1, 3);

            BackgroundSound.Instance.PlayEffect("onehandswinglarge" + rd);
            skillStateMachine = SkillLogic.CreateSkillStateMachine(GetAttr().gameObject, activeSkill.skillData, GetAttr().transform.position);
            Log.AI("Wait For Combat Animation");
            //GameObject enemy = NearestEnemy ();
            float passTime = 0;
            //var transform = GetAttr ().transform;
            bool hitYet = false;

            do
            {
                if (!hitYet && GetEvent().onHit)
                {
                    hitYet = true;
                }
                if (CheckEvent())
                {
                    break;
                }

                float v = 0;
                float h = 0;
                if (vcontroller != null)
                {
                    h = vcontroller.inputVector.x; //CameraRight
                    v = vcontroller.inputVector.y; //CameraForward
                }

                if (Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f)
                {
                    Vector3 moveDirection   = playerMove.transform.forward;
                    Vector3 targetDirection = h * camRight + v * camForward;
                    if (targetDirection != Vector3.zero)
                    {
                        moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Time.deltaTime, 0);
                    }
                    moveDirection = moveDirection.normalized;
                    //playerMove.transform.rotation = Quaternion.LookRotation (moveDirection);
                    physics.TurnTo(moveDirection);
                    var movement = moveDirection * walkSpeed;
                    physics.MoveSpeed(movement);
                }
                if (passTime >= animation [attackAniName].length * 0.8f / animation [attackAniName].speed)
                {
                    break;
                }
                passTime += Time.deltaTime;

                var vhValue = Mathf.Abs(v) + Mathf.Abs(h);
                if (hitYet && vhValue > 0.2f)
                {
                    //stopAttack = true;
                    break;
                }

                yield return(null);
            } while(!quit);

            Log.Ani("Animation is Playing stop " + attackAniName);
            skillStateMachine.Stop();
        }
Beispiel #9
0
 void Start()
 {
     ai.ChangeState(AIStateEnum.IDLE);
     SkillLogic.CreateSkillStateMachine(gameObject, Util.GetSkillData(128, 1), transform.position, null);
 }