IEnumerator PlayUltEffect(AttackMessage message)
    {
        StartCoroutine(MaskFade());

        this.message = message;

        GameObject bulletPrefab = ResourceManager.GetInstance.LoadPrefab(TestData.charDB [7].Prefab);
        GameObject parent       = StageManager.SharedInstance.WorldUltLayer;
        GameObject bullet       = StageManager.SharedInstance.AddToStage(parent, bulletPrefab);

        baseEffect = bullet.AddComponent <BaseEffect> ();
        //baseEffect.transform.position = message.Sender.GameObject.transform.position;


        //Vector3 pos = MapUtil.RelativeMovePosition (battleAgent.BaseSprite.HitPoint, battleAgent.GameObject.transform);
        //baseEffect.transform.position = new Vector3 (pos.x, pos.y, battleAgent.GameObject.transform.position.z);
        BattleAgent battleAgent = message.Sender;

        baseEffect.transform.position = MapUtil.GetHitPointWorld(battleAgent);
        baseEffect.PlayOnAgent(message);
        //yield return new WaitForSeconds (0.1f);



        //addMask ();
        //Time.timeScale = 1.0f;

        battleAgent.dispatchEvent(SoldierEvent.BATTLE_MESSAGE, message);
        Time.timeScale = 0.6f;
        yield return(new WaitForSeconds(0.1f));

        Time.timeScale = 1.0f;
    }
Ejemplo n.º 2
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    /// <summary>
    /// 受击火花特效
    /// 在相对位移点产生火花
    /// </summary>
    /// <param name="delta">Delta.</param>
    public void AddFlashEffect(Vector3 delta)
    {
        GameObject prefab = ResourceManager.GetInstance.LoadPrefab(TestData.charDB [6].Prefab);
        GameObject parent = StageManager.SharedInstance.EffectLayer;
        GameObject go     = StageManager.SharedInstance.AddToStage(parent, prefab);

        BaseEffect baseEffect = go.AddComponent <BaseEffect> ();

        baseEffect.transform.position = MapUtil.GetDeltaPointWorld(battleAgent, delta);

        AttackMessage message = new AttackMessage(battleAgent, battleAgent.Targets, 1);

        baseEffect.PlayOnAgent(message);
    }
Ejemplo n.º 3
0
    /// <summary>
    /// 受击火花特效
    /// </summary>
    public void AddFlashEffect()
    {
        GameObject prefab = ResourceManager.GetInstance.LoadPrefab(TestData.charDB [6].Prefab);
        GameObject parent = StageManager.SharedInstance.EffectLayer;
        GameObject go     = StageManager.SharedInstance.AddToStage(parent, prefab);

        BaseEffect baseEffect = go.AddComponent <BaseEffect> ();

        //baseEffect.transform.position  = gameObject.transform.position;

        //Vector3 pos = MapUtil.RelativeMovePosition (battleAgent.BaseSprite.HitPoint, battleAgent.GameObject.transform);
        //baseEffect.transform.position = new Vector3 (pos.x, pos.y, battleAgent.GameObject.transform.position.z);

        baseEffect.transform.position = MapUtil.GetHitPointWorld(battleAgent);

        AttackMessage message = new AttackMessage(battleAgent, battleAgent.Targets, 1);

        baseEffect.PlayOnAgent(message);
    }
Ejemplo n.º 4
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    /// <summary>
    /// 黑色落位效果
    /// </summary>
    public void AddBlackDownEffect()
    {
        GameObject downPrefab = ResourceManager.GetInstance.LoadPrefab(TestData.charDB [25].Prefab);
        GameObject parent     = StageManager.SharedInstance.EffectLayer;
        GameObject down       = StageManager.SharedInstance.AddToStage(parent, downPrefab);

        Image img = down.GetComponent <Image> ();

        img.color = new Color(1.0f, 1.0f, 1.0f, 0.5f);

        BaseEffect baseEffect = down.AddComponent <BaseEffect> ();

        //Vector3 pos = MapUtil.GetInstance.MapToWorld (mapPos.x, mapPos.y);

        baseEffect.transform.position      = gameObject.transform.position;
        baseEffect.transform.localPosition = new Vector3(baseEffect.transform.localPosition.x, baseEffect.transform.localPosition.y + 300, baseEffect.transform.localPosition.z);

        AttackMessage message = new AttackMessage(battleAgent, battleAgent.Targets, 1);

        baseEffect.PlayOnAgent(message);
    }
Ejemplo n.º 5
0
    IEnumerator PlayUltEffect(AttackMessage message)
    {
        StartCoroutine(MaskFade ());

        this.message = message;

        GameObject bulletPrefab = ResourceManager.GetInstance.LoadPrefab (TestData.charDB [7].Prefab);
        GameObject parent = StageManager.SharedInstance.WorldUltLayer;
        GameObject bullet = StageManager.SharedInstance.AddToStage (parent, bulletPrefab);
        baseEffect = bullet.AddComponent<BaseEffect> ();
        //baseEffect.transform.position = message.Sender.GameObject.transform.position;

        //Vector3 pos = MapUtil.RelativeMovePosition (battleAgent.BaseSprite.HitPoint, battleAgent.GameObject.transform);
        //baseEffect.transform.position = new Vector3 (pos.x, pos.y, battleAgent.GameObject.transform.position.z);
        BattleAgent battleAgent = message.Sender;
        baseEffect.transform.position = MapUtil.GetHitPointWorld (battleAgent);
        baseEffect.PlayOnAgent (message);
        //yield return new WaitForSeconds (0.1f);

        //addMask ();
        //Time.timeScale = 1.0f;

        battleAgent.dispatchEvent (SoldierEvent.BATTLE_MESSAGE, message);
        Time.timeScale = 0.6f;
        yield return new WaitForSeconds (0.1f);
        Time.timeScale = 1.0f;
    }