Beispiel #1
0
        /// <summary>
        /// 添加技能特效。
        /// </summary>
        /// <param name="actioncfg">技能效果配置。</param>
        public static void AddSkillEffect(LuaTable actioncfg)
        {
            //技能特效
            if (SkillEffect != null)
            {
                CoreEntry.gGameObjPoolMgr.Destroy(SkillEffect);
            }

            string actionEfx = actioncfg.Get <string>("skilleffect");

            if (!string.IsNullOrEmpty(actionEfx))
            {
                SkillEffect = CoreEntry.gGameObjPoolMgr.InstantiateEffect(actionEfx);
                if (SkillEffect != null)
                {
                    EfxAttachActionPool efx = SkillEffect.GetComponent <EfxAttachActionPool>();
                    if (efx == null)
                    {
                        efx = SkillEffect.AddComponent <EfxAttachActionPool>();
                    }

                    Transform player = CurModeShow.mPlayerObject.transform;
                    Transform eft    = SkillEffect.transform;
                    efx.Init(player, actioncfg.Get <float>("skillEfxLength"), false);
                    if (actioncfg.Get <bool>("isBind"))
                    {
                        Transform bindTran;
                        string    hangpoint = actioncfg.Get <string>("hangPoint");
                        if (!string.IsNullOrEmpty(hangpoint))
                        {
                            bindTran = player.transform.DeepFindChild(hangpoint);
                            if (null == bindTran)
                            {
                                bindTran = player;
                            }
                        }
                        else
                        {
                            bindTran = player;
                        }

                        eft.SetParent(bindTran);
                        eft.localPosition = Vector3.zero;
                        eft.localScale    = Vector3.one;
                        eft.localRotation = Quaternion.identity;
                    }
                    else
                    {
                        eft.SetParent(player.parent);
                        eft.position   = player.position;
                        eft.localScale = Vector3.one;
                        eft.rotation   = player.rotation;
                    }
                }
            }
        }
Beispiel #2
0
        void Start()
        {
            CancelInvoke("Start");

            if (m_skillBase == null || m_skillBase.m_actor == null)
            {
                return;
            }

            m_skillBase.m_actor.ReqirueCanNotBeControlledByInput();

            //主角在电梯上禁止美术位移
            if (CoreEntry.gSceneMgr.IsPlayerOnElevator())
            {
                return;
            }

            if (m_movePosAttackDesc == null)
            {
                return;
            }

            LuaTable skillDesc = m_skillBase.m_actor.GetCurSkillDesc(m_skillBase.m_skillID);

            if (skillDesc == null)
            {
                LogMgr.UnityError("non SkillDesc! " + m_skillBase.m_skillID);
                return;
            }

            //SkillClassDisplayDesc skillClass = m_gameDBMgr.GetSkillClassDisplayDesc(skillDesc.Get<int>("skillDisplayID"));

            //计算位移距离
            m_distance = m_movePosAttackDesc.moveDistance;

            //使用目标的位置, 前面0.5米

            if (m_skillBase.m_actor.IsMainPlayer())
            {
                if (m_skillBase.m_actor.m_SelectTargetObject != null)
                {
                    float dist1 = Vector3.Distance(transform.position, m_skillBase.m_actor.m_SelectTargetObject.transform.position) - 0.5f;
                    if (dist1 > m_distance)
                    {
                        dist1 = m_distance;
                    }

                    m_distance = dist1;
                }
            }

            float resetDistance = m_distance;

            //设置位移
            do
            {
                ActorObj ActorObj = m_skillBase.m_actor.GetAttackObj();
                if (ActorObj == null)
                {
                    ActorObj = m_skillBase.m_hitActor;
                }

                if (ActorObj == null)
                {
                    LogMgr.UnityLog("CurveMove:no target");
                    break;
                }

                GameObject targetObj = ActorObj.thisGameObject;
                if (targetObj == null)
                {
                    LogMgr.UnityLog("CurveMove:no target");
                    break;
                }

                ActorObj targetActorBase = targetObj.GetComponent <ActorObj>();
                if (targetActorBase == null)
                {
                    LogMgr.UnityError("CurveMove:no actorbase");
                    break;
                }


                if (m_movePosAttackDesc.isStopForTarget)
                {
                    float fDistTo = m_skillBase.m_actor.GetColliderRadius() + targetObj.GetComponent <ActorObj>().GetColliderRadius();

                    if (CoreEntry.gGameMgr.IsPvpState())
                    {
                        fDistTo += 1.2f;
                    }


                    //不可以穿透,重置位移大小
                    float aimDistance = Vector3.Distance(m_transform.position, targetObj.transform.position) - fDistTo - 0.2f;    //两个物体间的距离

                    //范围内,不需要位移
                    if (aimDistance <= 0)
                    {
                        //Debug.LogWarning("CurveMove: don't need excute!");
                        return;
                    }

                    resetDistance = Mathf.Min(aimDistance, resetDistance);
                }
                else
                {
                    resetDistance = m_distance;
                }
            } while (false);



            Quaternion r0  = Quaternion.Euler(m_transform.eulerAngles);
            Vector3    pos = m_transform.position +
                             r0 * Vector3.forward * resetDistance;

            //找到对应地面上的点
            Vector3 aimPos = m_baseTool.GetGroundPoint(pos);

            if (aimPos.Equals(Vector3.zero))
            {
                return;
            }

            Vector3 dstDir = aimPos - m_transform.position;

            dstDir.Normalize();

            //左手方向
            //Vector3 leftDir = Quaternion.Euler(new Vector3(0, 90, 0)) * dstDir;
            //Vector3 rightDir = Quaternion.Euler(new Vector3(0, -90, 0)) * dstDir;
            //Vector3 backDir = Quaternion.Euler(new Vector3(0, 180, 0)) * dstDir;

            //float dstDistance = Vector3.Distance(m_transform.position, aimPos);
            m_needMove = true;

            //向上移动点
            //aimPos += new Vector3(0, 0.2f, 0);
            aimPos = m_baseTool.GetLineReachablePos(m_transform.position, aimPos);
            aimPos = m_baseTool.GetGroundPoint(aimPos);

            if (m_skillBase.m_actor.IsMainPlayer())
            {
                m_dstPos = aimPos;
            }
            else
            {
                m_dstPos = m_skillBase.m_actor.m_CurveMovePos;
            }

            //使用曲线
            CurveMoveParam param = new CurveMoveParam();

            param.aimActorTypeList = m_movePosAttackDesc.resetAimActorTypeList;
            param.isCarryOffTarget = m_movePosAttackDesc.isCarryOffTarget;
            param.isStopForTarget  = m_movePosAttackDesc.isStopForTarget;

            LuaTable skill_action = CoreEntry.gSkillMgr.GetSkillActon(m_skillBase.m_skillID);

            if (skill_action != null)
            {
                m_uuid = m_skillBase.m_actor.UseCurveData3(skill_action.Get <string>("animation"), m_dstPos,// m_dstPos,
                                                           param);
            }

            m_param = param;

            //拖尾特效
            if (m_movePosAttackDesc.efxPrefab.Length > 0)
            {
                //GameObject efxObj = Instantiate(CoreEntry.gResLoader.LoadResource(m_movePosAttackDesc.efxPrefab)) as GameObject;
                GameObject efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(m_movePosAttackDesc.efxPrefab);

                EfxAttachActionPool efx = efxObj.GetComponent <EfxAttachActionPool>();
                if (efx == null)
                {
                    efx = efxObj.AddComponent <EfxAttachActionPool>();
                }

                float efxTime = 1.0f;
                if (skill_action != null)
                {
                    m_skillBase.m_actor.GetLeftActionTime(skill_action.Get <string>("animation"));
                }

                efx.Init(m_skillBase.m_actor.transform, efxTime);
            }
        }
Beispiel #3
0
        public void ShowSkillScope()
        {
            SkillClassDisplayDesc skillClass =
                m_gameDBMgr.GetSkillClassDisplayDesc(m_skillDesc.Get <int>("skillDisplayID"));

            if (skillClass == null)
            {
                Debug.LogError("===skillClass== is null===");
                return;
            }
            LuaTable skilleffect = ConfigManager.Instance.Skill.GetEffectConfig(m_skillID);

            if (skilleffect.Get <int>("range") == (int)SkillRangeType.SKILL_TARGET)
            //       if ((int)m_skillDesc.atkType == (int)Configs.skillConfig.AtkTypeEnum.SINGLE)
            {
                m_bIsAoe = false;
            }

            //吟唱阶段
            for (int i = 0; i < skillClass.prepareStageDataList.Count; ++i)
            {
                GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(skillClass.prepareStageDataList[i].prefabPath);
                cellObj.transform.parent = transform;

                ISkillCell skillCell = cellObj.GetComponent <ISkillCell>();

                skillCell.Init(skillClass.prepareStageDataList[i], this);
                skillCell.SetAoeState(m_bIsAoe);

                AddSkillCell(cellObj);
            }

            //技能元素
            for (int i = 0; i < skillClass.castStageDataList.Count; ++i)
            {
                GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(skillClass.castStageDataList[i].prefabPath);
                cellObj.transform.parent = transform;

                ISkillCell skillCell = cellObj.GetComponent <ISkillCell>();

                skillCell.Init(skillClass.castStageDataList[i], this);
                skillCell.SetAoeState(m_bIsAoe);

                AddSkillCell(cellObj);
            }

            // 删除原来的预警贴花
            if (m_actor.m_WarningefxObj != null)
            {
                Destroy(m_actor.m_WarningefxObj);
                m_actor.m_WarningefxObj = null;
            }

            // 读取新的预警贴花
            for (int i = 0; i < m_skillCellObjectlist.Count; i++)
            {
                ISkillCell skillCell = m_skillCellObjectlist[i].GetComponent <ISkillCell>();
                skillCell.ShowSkillScope();
                if (m_actor.m_WarningefxObj != null)
                {
                    break;
                }
            }

            if (m_actor.m_WarningefxObj != null)
            {
                EfxAttachActionPool efx = m_actor.m_WarningefxObj.GetComponent <EfxAttachActionPool>();
                if (efx == null)
                {
                    efx = m_actor.m_WarningefxObj.AddComponent <EfxAttachActionPool>();
                }
                efx.Init(m_actor.transform, 100000f, true);
            }
        }
Beispiel #4
0
        //播放动画,特效,声音
        IEnumerator PlayActionEfxSound(SkillPlayParam param, float delayTime)
        {
            if (m_actor == null)
            {
                yield  break;
            }
            m_strActionName = param.action;
            if (m_strActionName != null && m_strActionName.Length > 0)
            {
                //动作带位移 的 不能延迟播放,  延迟播放将影响 位移曲线计算
                m_actor.PlayAction(m_strActionName, false);
                m_actor.SetActionTime(m_strActionName, param.startTime);
                m_actor.SetSkillActionSpeed(m_strActionName, param.speed, m_skillDesc);
            }

            //其它玩家不播放了
            if (m_actor.mActorType == ActorType.AT_REMOTE_PLAYER)
            {
                yield break;
            }

            if (m_actor.mActorType == ActorType.AT_PET)
            {
                PetObj pet = m_actor as PetObj;
                if (null != pet && pet.m_MasterActor != CoreEntry.gActorMgr.MainPlayer)
                {
                    yield break;
                }
            }

            //播放声音
            string sound1 = param.sound;
            string sound2 = param.voice;

            if (sound1 != null && sound1.Length > 0)
            {
                m_actor.StopSound();
                m_actor.PlaySound(sound1);
            }

            if (sound2 != null && sound2.Length > 0)
            {
                m_actor.StopSound2();
                m_actor.PlaySound2(sound2);
            }

            LuaTable skill_action = CoreEntry.gSkillMgr.GetSkillActon(m_skillID);

            if (skill_action == null)
            {
                Debug.LogError("==skill_action == is null m_skillID = " + m_skillID);
                yield break;
            }
            Vector3 efxPos   = m_actor.transform.position;
            bool    isBind   = skill_action.Get <bool>("isBind");
            int     bindType = skill_action.Get <int>("skillEfxPos");

            if (!isBind)
            {
                if (bindType == 1)
                {
                    ActorObj target = m_actor.GetSelTarget();
                    if (null != target)
                    {
                        efxPos = target.transform.position;
                    }
                }
            }

            if (delayTime > 0.0001f)
            {
                yield return(new WaitForSeconds(delayTime));
            }

            //if (ByteToString.toString(m_skillDesc.szAttackEfxPrefab).Length > 0)
            if (param.actionEfx != null && param.actionEfx.Length > 0)
            {
                if (/*m_skillDesc.skilltype == 0 && */ m_actor.mActorType == ActorType.AT_BOSS)
                {
                    yield return(new WaitForSeconds(m_actor.NoramalAttackEffectDelayTime));
                }
                if (skill_action != null)
                {
                    param.actionEfx = skill_action.Get <string>("skilleffect");
                    //efxObj = Instantiate(CoreEntry.gResLoader.LoadResource(param.actionEfx)) as GameObject;//CoreEntry.gGameObjPoolMgr.InstantiateEffect(param.actionEfx);
                    efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(param.actionEfx);
                    if (efxObj == null)
                    {
                        LogMgr.LogError("找不到attackEfxPrefab:" + skill_action.Get <string>("skilleffect") + " " + m_skillDesc.Get <string>("name"));
                    }
                }

                float maxEfxTime = 0;
                if (skill_action.Get <float>("skillEfxLength") > 0)
                {
                    maxEfxTime = skill_action.Get <float>("skillEfxLength");
                }


                //LogMgr.UnityLog("maxEfxTime=" + maxEfxTime + ", " + m_strActionName);

                //特效存在时间
                if (maxEfxTime <= 0.001)
                {
                    maxEfxTime = m_actor.GetActionLength(m_strActionName);

                    if (maxEfxTime <= 0.001)
                    {
                        LogMgr.UnityError("技能 动作时间 没有配置 skillID:" + m_skillDesc.Get <int>("id"));
                    }
                }


                bool isFollowMove       = false;
                EfxAttachActionPool efx = efxObj.GetComponent <EfxAttachActionPool>();
                if (efx == null)
                {
                    efx = efxObj.AddComponent <EfxAttachActionPool>();
                }

                if (efx != null)
                {
                    efx.Init(m_actor.transform, maxEfxTime, isFollowMove);

                    m_actionEfx = efx;

                    if (isBind)
                    {
                        ActorObj bindActor = null;
                        if (bindType == 0)
                        {
                            bindActor = m_actor;
                        }
                        else
                        {
                            bindActor = m_actor.GetSelTarget();
                        }

                        Transform bindTran = null;
                        if (null != bindActor)
                        {
                            string hangPoint = skill_action.Get <string>("hangPoint");
                            if (!string.IsNullOrEmpty(hangPoint))
                            {
                                bindTran = bindActor.transform.FindChild(hangPoint);
                            }
                            if (null == bindTran)
                            {
                                bindTran = bindActor.transform;
                            }
                        }
                        else
                        {
                            bindTran = m_actor.transform;
                        }

                        m_actionEfx.transform.parent        = bindTran;
                        m_actionEfx.transform.localPosition = Vector3.zero;
                        m_actionEfx.transform.localScale    = Vector3.one;
                        m_actionEfx.transform.rotation      = m_actor.transform.rotation;
                    }
                    else
                    {
                        if (bindType == 1)
                        {
                            m_actionEfx.transform.position = efxPos;
                        }
                        else
                        {
                            m_actionEfx.transform.position = m_actor.transform.position;
                        }
                        m_actionEfx.transform.localScale = Vector3.one;
                        m_actionEfx.transform.rotation   = m_actor.transform.rotation;
                    }

                    //设置有挂点的特效
                    Transform[] childTransform = efxObj.GetComponentsInChildren <Transform>();
                    //foreach (Transform childTrans in childTransform)
                    for (int i = 0; i < childTransform.Length; ++i)
                    {
                        Transform         childTrans = childTransform[i];
                        EfxSetAttachPoint setAttach  = childTrans.gameObject.GetComponent <EfxSetAttachPoint>();
                        if (setAttach == null || setAttach.m_attachPointEnum == AttachPoint.E_None)
                        {
                            continue;
                        }

                        setAttach.Init(false);

                        Transform parent = m_actor.GetChildTransform(setAttach.m_attachPointEnum.ToString());
                        if (parent != null)
                        {
                            childTrans.parent        = parent;
                            childTrans.localPosition = Vector3.zero;
                            childTrans.localRotation = Quaternion.identity;
                            childTrans.localScale    = Vector3.one;

                            m_attachEfxObjectlist.Add(childTrans.gameObject);
                        }
                    }

                    //影子
                    ghostMesh[] ghostMesh = efx.GetComponentsInChildren <ghostMesh>();

                    if (ghostMesh.Length > 0)
                    {
                        SkinnedMeshRenderer MianSkinMesh = m_actor.m_skinnedMeshRenderer[0];
                        for (int i = 0; i < m_actor.m_skinnedMeshRenderer.Length; ++i)
                        {
                            if (m_actor.m_skinnedMeshRenderer[i].name.Contains("weapon"))
                            {
                                continue;
                            }
                            MianSkinMesh = m_actor.m_skinnedMeshRenderer[i];
                        }

                        for (int i = 0; i < ghostMesh.Length; ++i)
                        {
                            ghostMesh[i].characterMesh[0] = MianSkinMesh;
                        }
                    }
                }
            }

            yield return(1);
        }
Beispiel #5
0
        private void ShowBossSkillWarning()
        {
            if (null == m_actor || m_actor.mActorType != ActorType.AT_BOSS)
            {
                return;
            }

            if (null == m_skillDesc || null == m_skilleffect)
            {
                return;
            }

            int castSkillType = m_skillDesc.Get <int>("faction_limit");

            if (castSkillType == 2)
            {
                return;
            }
            castSkillType = m_skillDesc.Get <int>("subtype");
            if (castSkillType < (int)SkillType.SKILL_CHARGE || castSkillType > (int)SkillType.SKILL_BIGAOE)
            {
                LogMgr.UnityError(string.Format("skill:{0} has an invalid skill subtype:{1}", m_skillID, castSkillType));

                return;
            }
            if (castSkillType == (int)SkillType.SKILL_NORMAL)
            {
                return;
            }

            int rangeType = m_skilleffect.Get <int>("range");
            int param1    = m_skilleffect.Get <int>("distance");
            int param2    = m_skilleffect.Get <int>("angle");

            GameObject efxObj = null;
            Vector3    pos;
            bool       isRectWarning = false;

            if (rangeType == (int)SkillRangeType.SKILL_TARGET || rangeType == (int)SkillRangeType.SKILL_TARGET_CIRCLE)
            {
                ActorObj target = m_actor.GetSelTarget();
                if (null == target)
                {
                    return;
                }

                pos    = target.transform.position;
                efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect("Effect/skill/remain/fx_yujing_yuan");
                if (null != efxObj)
                {
                    efxObj.transform.localRotation = Quaternion.identity;
                    efxObj.transform.localScale    = new Vector3(param1 * 2.0f, 1.0f, param1 * 2.0f);
                }
            }
            else
            {
                pos = m_actor.transform.position;

                if (rangeType == (int)SkillRangeType.SKILL_SELF_FUN)
                {
                    efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect("Effect/skill/remain/fx_yujing_shanxing");
                    if (null != efxObj)
                    {
                        efxObj.transform.rotation   = m_actor.transform.rotation;
                        efxObj.transform.localScale = new Vector3(param1, 1.0f, param1);
                    }
                }
                else if (rangeType == (int)SkillRangeType.SKILL_SELF_RECT)
                {
                    efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect("Effect/skill/remain/fx_yujing_changfang");
                    if (null != efxObj)
                    {
                        efxObj.transform.rotation   = m_actor.transform.rotation;
                        efxObj.transform.localScale = new Vector3(param2, 1.0f, param1);
                    }
                    isRectWarning = true;
                }
                else if (rangeType == (int)SkillRangeType.SKILL_SELF_CIRCLE)
                {
                    efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect("Effect/skill/remain/fx_yujing_yuan");
                    if (null != efxObj)
                    {
                        efxObj.transform.localRotation = Quaternion.identity;
                        efxObj.transform.localScale    = new Vector3(param1 * 2.0f, 1.0f, param1 * 2.0f);
                    }
                }
            }

            if (null == efxObj)
            {
                return;
            }

            efxObj.transform.position = pos;

            int delayTime           = m_skilleffect.Get <int>("delay");
            EfxAttachActionPool efx = efxObj.GetComponent <EfxAttachActionPool>();

            if (efx == null)
            {
                efx = efxObj.AddComponent <EfxAttachActionPool>();
            }

            if (efx != null)
            {
                efx.Init(null, delayTime * 0.001f + 0.5f);
            }

            Transform aniTransform = efxObj.transform.FindChild("liquan");

            if (null != aniTransform)
            {
                if (isRectWarning)
                {
                    aniTransform.localPosition = Vector3.zero;
                    TweenPosition.Begin(aniTransform.gameObject, delayTime * 0.001f, Vector3.forward);
                }
                else
                {
                    aniTransform.localScale = Vector3.zero;
                    TweenScale.Begin(aniTransform.gameObject, delayTime * 0.001f, Vector3.one);
                }
            }
        }
Beispiel #6
0
        void DoAction()
        {
            //播放动作,特效
            if (m_actionCellDesc.name.Length > 0)
            {
                m_actor.PlayAction(m_actionCellDesc.name, false);
                m_actor.SetActionTime(m_actionCellDesc.name, m_actionCellDesc.setStartTime);
                m_actor.SetActionSpeed(m_actionCellDesc.name, m_actionCellDesc.speed);
            }

            //播放声音
            string sound1 = "";
            string sound2 = "";
            bool   ret1   = AudioCore.GenerateAudio(m_actionCellDesc.sound1, ref sound1);
            bool   ret2   = AudioCore.GenerateAudio(m_actionCellDesc.sound2, ref sound2);

            if (ret1 && sound1.Length > 0)
            {
                m_actor.StopSound();
                m_actor.PlaySound(sound1);
            }

            if (ret2 && sound2.Length > 0)
            {
                m_actor.StopSound2();
                m_actor.PlaySound2(sound2);
            }

            if (m_actionCellDesc.efx.Length > 0)
            {
                //GameObject efxObj = Instantiate(
                //    CoreEntry.gResLoader.LoadResource(m_actionCellDesc.efx)) as GameObject;
                GameObject efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(m_actionCellDesc.efx);

                float maxEfxTime = 0;
                NcCurveAnimation[] efxAnimations = efxObj.GetComponentsInChildren <NcCurveAnimation>();
                for (int i = 0; i < efxAnimations.Length; ++i)
                {
                    efxAnimations[i].m_fDelayTime    /= m_actionCellDesc.speed;
                    efxAnimations[i].m_fDurationTime /= m_actionCellDesc.speed;

                    float efxTime = efxAnimations[i].m_fDelayTime + efxAnimations[i].m_fDurationTime;
                    if (efxTime > maxEfxTime)
                    {
                        maxEfxTime = efxTime;
                    }
                }

                LuaTable skill_action = CoreEntry.gSkillMgr.GetSkillActon(m_skillBase.m_skillID);
                if (skill_action != null && skill_action.Get <float>("skillEfxLength") > 0)
                {
                    maxEfxTime = skill_action.Get <float>("skillEfxLength");
                }

                //LogMgr.UnityLog("maxEfxTime=" + maxEfxTime + ", " + m_strActionName);

                //特效存在时间
                if (maxEfxTime <= 0.001)
                {
                    maxEfxTime = 5;
                }

                EfxAttachActionPool efx = efxObj.GetComponent <EfxAttachActionPool>();
                if (efx == null)
                {
                    efx = efxObj.AddComponent <EfxAttachActionPool>();
                }

                m_actionEfx = efx;

                if (m_actionCellDesc.shouldAttachToOwner)
                {
                    efx.Init(m_skillBase.m_actor.transform, maxEfxTime);

                    //设置有挂点的特效
                    Transform[] childTransform = efxObj.GetComponentsInChildren <Transform>();
                    foreach (Transform childTrans in childTransform)
                    {
                        EfxSetAttachPoint setAttach = childTrans.gameObject.GetComponent <EfxSetAttachPoint>();
                        if (setAttach == null || setAttach.m_attachPointEnum == AttachPoint.E_None)
                        {
                            continue;
                        }

                        setAttach.Init(false);

                        Transform parent = m_actor.GetChildTransform(setAttach.m_attachPointEnum.ToString());
                        if (parent != null)
                        {
                            childTrans.parent        = parent;
                            childTrans.localPosition = Vector3.zero;
                            childTrans.localRotation = Quaternion.identity;
                            childTrans.localScale    = Vector3.one;

                            if (m_attachEfxObjectlist == null)
                            {
                                m_attachEfxObjectlist = new List <GameObject>();
                            }
                            m_attachEfxObjectlist.Add(childTrans.gameObject);
                        }
                    }

                    //影子
                    ghostMesh[] ghostMesh = efx.GetComponentsInChildren <ghostMesh>();

                    SkinnedMeshRenderer MianSkinMesh = m_actor.m_skinnedMeshRenderer[0];
                    for (int i = 0; i < m_actor.m_skinnedMeshRenderer.Length; ++i)
                    {
                        if (m_actor.m_skinnedMeshRenderer[i].name.Contains("weapon"))
                        {
                            continue;
                        }
                        MianSkinMesh = m_actor.m_skinnedMeshRenderer[i];
                    }

                    for (int i = 0; i < ghostMesh.Length; ++i)
                    {
                        ghostMesh[i].characterMesh[0] = MianSkinMesh;
                    }
                }
                else
                {
                    efx.Init(m_skillBase.transform, maxEfxTime, false);
                    efx.transform.parent = m_skillBase.transform;
                    BaseTool.ResetTransform(efx.transform);
                }
            }
        }
Beispiel #7
0
        public override void OnExit()
        {
            base.OnExit();

            //boneEffect = GameObject.Instantiate(CoreEntry.gResLoader.LoadResource(effectPath)) as GameObject;
            if (string.IsNullOrEmpty(effectPath))
            {
                return;
            }
            boneEffect = CoreEntry.gGameObjPoolMgr.InstantiateEffect(effectPath);

            if (boneEffect == null)
            {
                return;
            }

            EfxAttachActionPool efx = boneEffect.GetComponent <EfxAttachActionPool>();

            if (efx == null)
            {
                efx = boneEffect.AddComponent <EfxAttachActionPool>();
            }
            //if (effectDesc.fParam[1]!=0)
            //    efx.Init(null, effectDesc.fParam[1]);
            //else
            efx.Init(null, 2f); // 默认两秒

            if (sBindPos != "")
            {
                // 取得所有子Transform列表
                Transform[] transforms = owner.gameObject.GetComponentsInChildren <Transform>();
                for (int i = 0; i < transforms.Length; ++i)
                {
                    if (transforms[i].name == sBindPos)
                    {
                        refNode = transforms[i];
                        boneEffect.transform.parent        = transforms[i];
                        boneEffect.transform.localPosition = Vector3.zero;
                        boneEffect.transform.localRotation = Quaternion.identity;
                        break;
                    }
                }
            }
            else
            {
                refNode = owner.transform;
                boneEffect.transform.parent        = owner.transform;
                boneEffect.transform.localPosition = Vector3.zero;
                boneEffect.transform.localRotation = Quaternion.identity;
            }

            if (refNode == null) // 无绑定点
            {
                // 没有绑定点的特效不继承旋转
                refNode = owner.transform;
                boneEffect.transform.localPosition = new Vector3(refNode.transform.position.x, refNode.transform.position.y + 0.1f, refNode.transform.position.z);
                boneEffect.transform.localRotation = Quaternion.identity;
                boneEffect.transform.localScale    = refNode.transform.localScale;
            }

            // 延时销毁特效
            //GameObject.Destroy(boneEffect, effectDesc.fParam[0]);

            OnStealth(owner.m_bStealthState);
        }