/// <summary> /// 获取目标位置 /// </summary> /// <param name="posType"></param> /// <returns></returns> public Transform GetTranform(PosType posType) { switch (posType) { case PosType.HEAD: return(this.headPos); case PosType.GROUND: return(this.groundPos); case PosType.FRONT: return(this.channelPos); case PosType.CENTER: return(this.centerPos); case PosType.LEFTHAND: return(this.leftHeadPos); case PosType.RIGHTTHAND: return(this.rightHeadPos); case PosType.WEAPONSTART: return(this.weaponStartPos); case PosType.WEAPONCENTER: return(this.weaponCenterPos); case PosType.WEAPONEND: return(this.weaponEndPos); } return(null); }
public void OnAttackButtonClick(bool isPress, PosType posType) { if (posType == PosType.Basic) { if (isPress) { anim.SetTrigger("Attack"); } } else { if (isPress) { anim.SetBool("Skill" + (int)posType, true); texiao.SetActive(true); if ((int)posType == 3) { lifeTime = 3; } else { lifeTime = 2; } } else { anim.SetBool("Skill" + (int)posType, false); } } }
virtual protected void updateSceneCardPosInternal(CardArea area, bool bUpdateIdx = true) { int idx = 0; SceneCardBase cardItem = null; WayPtItem pt = null; PosType posType = PosType.eHandDown; if (CardArea.CARDCELLTYPE_HAND == area) { posType = PosType.eHandDown; } else if (CardArea.CARDCELLTYPE_COMMON == area) { posType = PosType.eOutDown; } getCardPos(); while (idx < m_sceneCardList.Count()) { cardItem = m_sceneCardList[idx]; if (bUpdateIdx) { cardItem.curIndex = (ushort)idx; } pt = cardItem.trackAniControl.wayPtList.getAndAddPosInfo(posType); pt.pos = m_posList[idx]; cardItem.trackAniControl.moveToDestPos(posType); ++idx; } }
/// <summary> /// 改变任务在列表中的位置 /// </summary> /// <param name="gid">任务标识符param> /// <param name="pos">位置</param> /// <param name="how">更改方式, "POS_SET":列表首位, "POS_CUR":移动到pos指定位置, "POS_END":列表末尾</param> /// <returns>成功返回true, 失败返回fale</returns> public static bool ChangePosition(string gid, int pos, PosType how) { string desc = Aria2cTools.GetEnumDescription(how); int resultt = aria2c.ChangePosition(Aria2cRpcSecret, gid, pos, desc); return(true); }
Transform GetPos(PosType pos) { switch (pos) { case PosType.Hero1: return(HeroPos1); case PosType.Hero2: return(HeroPos2); case PosType.Hero3: return(HeroPos3); case PosType.Hero4: return(HeroPos4); case PosType.Hero5: return(HeroPos5); case PosType.EmbattlePos: return(EmbattlePos); case PosType.SelectPos: return(SelectPos); case PosType.TitlePos: return(TitlePos); case PosType.uisign: return(uisign); case PosType.NpcPos: return(npcPos); default: return(DetailPos); } }
/// <summary> /// 播放特效 /// </summary> /// <param name="type"></param> /// <param name="tt"></param> /// <param name="count"></param> /// <param name="_type"></param> public void ShowLottryAnimaEffect(PosType type, LotteryType tt, int count, CostType _type) { switch (type) { case PosType.Lorry: ty = type; typ = tt; this.count = count; t = _type; if (!Chouxiangzi.gameObject.activeInHierarchy) { Chouxiangzi.gameObject.SetActive(true); } UI_KaiBaoXiang_01.gameObject.SetActive(true); break; case PosType.heroEffect: if (!Chouxiangzi.gameObject.activeInHierarchy) { Chouxiangzi.gameObject.SetActive(true); } UI_KaiBaoXiang_Hero_01.gameObject.SetActive(true); break; } this.type = AnimType.None; }
Vector3 GetBoundaryPoint(PosType type) { Vector3 point = Vector3.zero; float factor = 0.5f; float factorX = 1f; float factorY = 1f; switch (type) { case PosType.LeftTop: factorX *= -1; break; case PosType.LeftBottom: factorY *= -1; factorX *= -1; break; case PosType.RightTop: break; case PosType.RightBottom: factorY *= -1; break; default: break; } point = rectTransform.anchoredPosition + new Vector2(rectTransform.sizeDelta.x * factorX * factor + factorX * offset.x, rectTransform.sizeDelta.y * factorY * factor + factorY * offset.y); return(point); }
public void OnAttackButtonClick(bool isPress, PosType posType) { if (this.GetComponent <PlayerAttack>().isDead) { Debug.Log("Player has die"); return; } if (posType == PosType.Basic) { if (isPress) { anim.SetTrigger("Attack"); } } else { anim.SetBool("Skill" + (int)posType, isPress); } //判断是否组队,如果是就发送请求到服务器 if (TeamInviteController.Instance.isTeam) { PlayerAnimationModel model = new PlayerAnimationModel() { attack = (posType == PosType.Basic && isPress) ? true : false, skill1 = (posType == PosType.One && isPress) ? true : false, skill2 = (posType == PosType.Two && isPress) ? true : false, skill3 = (posType == PosType.Three && isPress) ? true : false, }; BattleController.Instance.SyncPlayerAttackAnimationRequest(model, PhotonEngine.Instance.role.ID); } }
public static void Pos(PosType type, double x, double y, double z) { if (Position != null) { Position(type, x, y, z); } }
//public int[] AttackInfo = new int[] { 20,30,30,30}; public void OnAttackClick(PosType posType) { //Debug.Log("OnAttackClick"); if (posType == PosType.Basic) { PlayerAnim._Instance.PlayAttackAnim(); // } else { if (posType == PosType.One) { PlayerAnim._Instance.PlaySkillOne(); StartCoroutine(StopSkill()); } else if (posType == PosType.Two) { PlayerAnim._Instance.PlaySkillTwo(); StartCoroutine(StopSkill()); } else if (posType == PosType.Three) { PlayerAnim._Instance.PlaySkillThree(); StartCoroutine(StopSkill()); } } }
private void Update() { if (Input.GetKeyDown(KeyCode.A)) { posType = PosType.LEFT; } else if (Input.GetKeyDown(KeyCode.S)) { posType = PosType.CENTER; } else if (Input.GetKeyDown(KeyCode.D)) { posType = PosType.RIGHT; } length += Time.deltaTime * speed; if (length >= GameController.instance.routeManger.centerPoints.Count - 1) { length = GameController.instance.routeManger.centerPoints.Count - 1; } if (posType == PosType.LEFT) { rig.transform.localPosition = GameController.instance.routeManger.leftPoints[(int)(length)]; } else if (posType == PosType.CENTER) { rig.transform.localPosition = GameController.instance.routeManger.centerPoints[(int)(length)]; } else { rig.transform.localPosition = GameController.instance.routeManger.rightPoints[(int)(length)]; } }
public void ShowModel(PosType pos = PosType.All) { if (pos == PosType.All) { return; } GetPos(pos).gameObject.SetActive(true); }
public AnimationPosition(AnimationPosition source) : base(source) { fromPos = source.fromPos; toPos = source.toPos; lerpType = source.lerpType; posType = source.posType; isFromTarget = source.isFromTarget; }
public AnimationPosition(RectTransform target, float length, AnimationCurve curve, Vector3 from_pos, Vector3 to_pos, LerpType lerp_type, PosType pos_type, bool is_from_target) : base(target, length, curve) { fromPos = from_pos; toPos = to_pos; lerpType = lerp_type; posType = pos_type; isFromTarget = is_from_target; }
public float DoComp(float value, ConType conType, PosType posType, PointType pointType) { if (ContainsKey(conType)) { value = this[conType].DoComp(value, posType, pointType); } return(value); }
public void OnAttackButtonClick(bool isPress, PosType posType) { if (playerAttack.hp <= 0) { return; } if (posType == PosType.Basic) { if (isPress) { anim.SetTrigger("Attack"); if (isSyncPlayerAnimation) { battleController.SyncPlayerAnimation(new PlayerAnimationModel() { attack = true }); } } } else { anim.SetBool("Skill" + (int)posType, isPress); if (isSyncPlayerAnimation) { if (isPress) { switch ((int)posType) { case 1: battleController.SyncPlayerAnimation(new PlayerAnimationModel() { skill1 = true }); break; case 2: battleController.SyncPlayerAnimation(new PlayerAnimationModel() { skill2 = true }); break; case 3: battleController.SyncPlayerAnimation(new PlayerAnimationModel() { skill3 = true }); break; } } else { battleController.SyncPlayerAnimation(new PlayerAnimationModel()); } } } }
public WayPtItem getAndAddPosInfo(PosType wherePos) { if (m_ptList[(int)wherePos] == null) { m_ptList[(int)wherePos] = new WayPtItem(); } return(m_ptList[(int)wherePos]); }
public WayPtItem getAndAddPosInfo(PosType wherePos) { if (m_ptList[(int)wherePos] == null) { m_ptList[(int)wherePos] = new WayPtItem(); } return m_ptList[(int)wherePos]; }
public Skill GetSkillByPosition(PosType posType){ PlayerInfo info = PlayerInfo._instance; foreach(Skill skill in skillList){ if(skill.PlayerType == info.PlayerType && skill.PosType == posType){ return skill; } } return null; }
public GameBase(TileShape _tileShape = TileShape.SQUARE, PosType _posType = PosType.GridPos, LandType _landType = LandType.BasicLand) { turnNumber = 0; tileShape = _tileShape; posType = _posType; landType = _landType; }
public void OnAttacButtonClick(bool isPress, PosType posType) { if (playerAttack.hp < 0) { return; } anim.SetTrigger("Skill" + posType); //发起动画同步的申请 if (isSyncPlayerAnimation) { if (isPress) { switch ((int)posType) { case 0: PlayerAnimationModel model0 = new PlayerAnimationModel() { skillBasic = true }; battleController.SyncPlayerAnimation(model0); break; case 1: PlayerAnimationModel model1 = new PlayerAnimationModel() { skillOne = true }; battleController.SyncPlayerAnimation(model1); break; case 2: battleController.SyncPlayerAnimation(new PlayerAnimationModel() { skillTwo = true }); break; case 3: battleController.SyncPlayerAnimation(new PlayerAnimationModel() { skillThree = true }); break; } } else { PlayerAnimationModel model = new PlayerAnimationModel(); battleController.SyncPlayerAnimation(model); } } }
public Skill GetSkillByPos(PosType pos) { foreach(Skill skill in skillListInfo) { if (skill.Postype == pos && skill.PlayerType == playerInfo._instance.PlayerType) { return skill; } } return null; }
public Skill GetSkillByPos(PosType posType) { foreach (Skill item in skillList) { if (item.PositionSkill == posType && PlayerInfo.GetInstance.PlayerClass == item.PlayerClass) { return(item); } } return(null); }
public Skill GetSkillByPos(PosType pos) { foreach (Skill skill in skillListInfo) { if (skill.Postype == pos && skill.PlayerType == playerInfo._instance.PlayerType) { return(skill); } } return(null); }
public Skill GetSkillByPosition(PosType type) { for (int i = 0; i < skillList.Count; i++) { if (skillList[i].PosType == type) { return skillList[i]; } } return null; }
/// <summary> /// 改变任务在列表中的位置 /// </summary> /// <param name="gid">任务标识符param> /// <param name="pos">位置</param> /// <param name="how">更改方式, "POS_SET":列表首位, "POS_CUR":移动到pos指定位置, "POS_END":列表末尾</param> /// <returns>成功返回true, 失败返回fale</returns> public bool ChangePosition(string gid, int pos, PosType how) { try { return(Aria2cWarpper.ChangePosition(gid, pos, how)); } catch (Exception ex) { Console.WriteLine(ex); return(false); } }
public Skill GetSkillByPostype(PosType posType) { for (int i = 0; i < skillList.Count; i++) { if (skillList[i].PlayerType == PlayerInfo._Instance.PlayerType && skillList[i].PosType == posType) { return(skillList[i]); } } return(null); }
public Skill GetSkillByPosition(PosType posType) { PlayerInfomation info = PlayerInfomation.instance; foreach (Skill skill in skillList) { if (skill.MType == info.MType && skill.PosType == posType) //返回的技能唯一 { return(skill); } } return(null); }
public Skill GetSkillByPostion(PosType posType) { PlayerInfo info = PlayerInfo.Intance; foreach (Skill skill in skillList) { if (skill.PlayerType == info.PlayerType && skill.PosType == posType) { return(skill); } } return(null); }
public void OnAttackButtonClick(bool isPress, PosType posType) //from skillbutton { if (posType == PosType.Basic) { if (isPress)//鼠标按下 true { ainm.SetTrigger("attack"); } } else { ainm.SetBool("skill" + (int)posType, isPress); } }
public GameObject CreatModel(string goName, PosType pos, SpinWithMouse spin, AnimType type = AnimType.None, int rota = 180, float z = 0) { this.type = type; model = null; DestroyModel(pos); SetEmbattleBG(pos); model = Resource.CreateCharacter(goName, parent.gameObject); if (goName == "boss_009") { model.transform.localPosition = new Vector3(0, 0.2f, 0); } model.transform.localRotation = Quaternion.Euler(0, rota, 0); if (z != 0) { model.transform.localPosition = new Vector3(0, 0, z); } Transform redCircle = model.transform.FindChild("Effect_targetselected01"); if (redCircle != null) { redCircle.gameObject.SetActive(false); } NGUITools.SetLayer(model, LayerMask.NameToLayer("UI")); model.tag = Tag.monster; //if (pos == PosType.SelectPos) //{ // model.transform.localScale = model.transform.localScale * 1.4f; //} GameObject taizi = transform.Find("TitlePos/fazhenxuanren_taizi").gameObject; if (taizi != null && pos == PosType.TitlePos) { model.transform.parent = taizi.transform; spin.target = taizi.transform; } else if (pos == PosType.SelectPos) { spin.target = SelectPos; } else if (spin != null) { spin.target = model.transform; } if (null != model) { PlayAppearedAnim(model); } return(model); }
public void OnAttackButtonClick(bool isPress,PosType posType) { if(posType == PosType.Basic) { if(isPress) { anim.SetTrigger("Attack"); } } else { anim.SetBool(("Skill"+(int)posType), isPress); } }
private void GRBLMachinePlugin_Position(PosType type, double x, double y, double z) { if (type == PosType.MachineCoordinates || type == PosType.WorkCoordinates) { Units drawingUnits = CamBamUI.MainUI.ActiveView.CADFile.DrawingUnits; if (!double.IsNaN(x)) { _posiX = x.GetWorkOrMachinePosition(type, _WCO_x, PosType.WorkCoordinates, GRBLMachinePlugin.Props.ReportInInches, drawingUnits); } if (!double.IsNaN(y)) { _posiY = y.GetWorkOrMachinePosition(type, _WCO_y, PosType.WorkCoordinates, GRBLMachinePlugin.Props.ReportInInches, drawingUnits); } if (!double.IsNaN(z)) { _posiZ = z.GetWorkOrMachinePosition(type, _WCO_z, PosType.WorkCoordinates, GRBLMachinePlugin.Props.ReportInInches, drawingUnits); } CalcNext(); } else if (type == PosType.WCO) { bool needNewLimits = (_WCO_x != x) || (_WCO_y != y) || (_WCO_z != z); if (!double.IsNaN(x)) { _WCO_x = x; } if (!double.IsNaN(y)) { _WCO_y = y; } if (!double.IsNaN(z)) { _WCO_z = z; } if (GRBLMachinePlugin.Props.DrawLimits == EnabledDisabled.Enabled && needNewLimits) { CreateLimits(); } } }
public void Set(float value, ConType conType, PosType posType, PointType pointType) { CompPOS pos; if (ContainsKey(conType)) { pos = this[conType]; } else { pos = new CompPOS(); Add(conType, pos); } pos.Set(value, posType, pointType); }
public void LoadPts(string file) { using (var fs = new FileStream(file, FileMode.Open)) { using (var sr = new StreamReader(fs)) { //find platform pos start line var line = sr.ReadLine(); if (line != null && line.StartsWith(Name)) { var propCount = PosType.GetProperties().Length; //start read pos lines line = sr.ReadLine(); while (!string.IsNullOrEmpty(line)) { var data = line.Split(','); if (data.Length == propCount) { if (PosType == typeof(PosXYZ)) { Positions.Add(PosXYZ.Create(line)); } else if (PosType == typeof(PosXYZU)) { Positions.Add(PosXYZU.Create(line)); } else if (PosType == typeof(PosXYZUVW)) { Positions.Add(PosXYZUVW.Create(line)); } else { //pos type error } } else { //pos prop length error MessageBox.Show($"{line} Props Count Error"); } line = sr.ReadLine(); } } } } }
public void OnAttackButtonClick(bool isPress,PosType posType){ if (playerAttack.hp <= 0) { return; } if (posType == PosType.Basic) { if(isPress){ anim.SetTrigger("Attack"); } } else { if(isPress){ anim.SetBool("Skill"+(int)posType,true); } else { anim.SetBool("Skill"+(int)posType,false); } } }
public void OnAttackButtonClick(bool isPress,PosType posType) { if (playerAttack.hp <= 0) return; if (posType == PosType.Basic) { if (isPress) { anim.SetTrigger("Attack"); if (isSyncPlayerAnimation) { battleController.SyncPlayerAnimation(new PlayerAnimationModel(){attack = true}); } } } else { anim.SetBool("Skill" + (int) posType, isPress); if (isSyncPlayerAnimation) { if (isPress) { switch ((int)posType) { case 1: battleController.SyncPlayerAnimation(new PlayerAnimationModel() { skill1 = true }); break; case 2: battleController.SyncPlayerAnimation(new PlayerAnimationModel() { skill2 = true }); break; case 3: battleController.SyncPlayerAnimation(new PlayerAnimationModel() { skill3 = true }); break; } } else { battleController.SyncPlayerAnimation(new PlayerAnimationModel()); } } } }
/// <summary> /// //目の前の攻撃判定 /// </summary> /// <param name="enemyPosition">敵の位置(ワールド座標)</param> /// <param name="type">攻撃手段</param> /// <param name="isEffect">特殊攻撃?</param> /// <returns></returns> bool AttackFront(Vector3 enemyPosition, PosType type, bool isEffect) { enemyLocalPosition = transform.InverseTransformPoint(enemyPosition); if (enemyLocalPosition.z > 0.0f)//敵は正面にいる { attackDis = getAttackDis(type, isEffect); //Debug.Log(playerState.GetAttackDis()); if (Vector3.Distance(enemyPosition, transform.position) < attackDis) { //Debug.Log("hit!"); return true; } } return false; }
float getAttackDis(PosType type, bool isEffect) { switch (type) { case PosType.basic: attackDis = playerState.GetAttackDis(); break; case PosType.one: attackDis = isEffect ? SkillManager._instance.GetSkillByPosition(PosType.one).EffectDis : SkillManager._instance.GetSkillByPosition(PosType.one).AttackDis; break; case PosType.two: attackDis = isEffect ? SkillManager._instance.GetSkillByPosition(PosType.two).EffectDis : SkillManager._instance.GetSkillByPosition(PosType.two).AttackDis; break; case PosType.three: attackDis = isEffect ? SkillManager._instance.GetSkillByPosition(PosType.three).EffectDis : SkillManager._instance.GetSkillByPosition(PosType.three).AttackDis; break; default: break; } return attackDis; }
/// <summary> /// 動画管理 /// </summary> /// <param name="skillType"></param> /// <param name="posType"></param> public void Attack(SkillType skillType, PosType posType) { //今回の攻撃が未完成時攻撃を入力すると、次の攻撃を備える switch (skillType) { case SkillType.basic: { if ((anim.GetCurrentAnimatorStateInfo(1).fullPathHash == (hash.EmptyState) || anim.GetCurrentAnimatorStateInfo(1).fullPathHash == (hash.NormalAttack1State) || anim.GetCurrentAnimatorStateInfo(1).fullPathHash == (hash.NormalAttack2State)) && CanAttack(SkillType.basic, 0)) { anim.SetTrigger(hash.AttackTrigger); } break; } case SkillType.skill: { switch (posType) { case PosType.one: { if (anim.GetCurrentAnimatorStateInfo(1).fullPathHash == (hash.EmptyState) && CanAttack(SkillType.skill, PosType.one)) { anim.SetTrigger(hash.Skill1Trigger); } break; } case PosType.two: { if (anim.GetCurrentAnimatorStateInfo(1).fullPathHash == (hash.EmptyState) && CanAttack(SkillType.skill, PosType.two)) { anim.SetTrigger(hash.Skill2Trigger); } break; } case PosType.three: { if (anim.GetCurrentAnimatorStateInfo(1).fullPathHash == (hash.EmptyState) && CanAttack(SkillType.skill, PosType.three)) { anim.SetTrigger(hash.Skill3Trigger); } break; } } break; } } }
/// <summary> /// 攻撃動作による、体力足りるか否や /// </summary> /// <param name="skillType">攻撃種類</param> /// <param name="posType">スキル種類</param> /// <returns></returns> bool CanAttack(SkillType skillType, PosType posType) { switch (skillType) { case SkillType.basic: { if (playerState.energy < 20) { return false; } break; } case SkillType.skill: { switch (posType) { case PosType.one: { if (playerState.energy < SkillManager._instance.GetSkillByPosition(PosType.one).Enegy) { return false; } break; } case PosType.two: { if (playerState.energy < SkillManager._instance.GetSkillByPosition(PosType.two).Enegy) { return false; } break; } case PosType.three: { if (playerState.energy < SkillManager._instance.GetSkillByPosition(PosType.three).Enegy) { return false; } break; } } break; } } return true; }
//// 到目标位置,移动、旋转、缩放 //private void moveToDestRST(PosType type = PosType.eHandDown) //{ // m_curPt = m_wayPtList.getPosInfo(type); // RSTAni rstAni; // rstAni = new RSTAni(); // m_numAniParal.addOneNumAni(rstAni); // rstAni.setGO(m_card.gameObject()); // rstAni.destPos = m_curPt.pos; // rstAni.destRot = m_curPt.rot; // rstAni.destScale = m_curPt.scale; // m_numAniParal.play(); //} //// 到目标位置,移动、缩放 //private void moveToDestST(PosType type = PosType.eHandDown) //{ // m_curPt = m_wayPtList.getPosInfo(type); // STAni stAni; // stAni = new STAni(); // m_numAniParal.addOneNumAni(stAni); // stAni.setGO(m_card.gameObject()); // stAni.destPos = m_curPt.pos; // stAni.destScale = m_curPt.scale; // m_numAniParal.play(); //} //// 到目标位置,移动、旋转 //private void moveToDestRT(PosType type = PosType.eHandDown) //{ // m_curPt = m_wayPtList.getPosInfo(type); // RTAni rtAni; // rtAni = new RTAni(); // m_numAniParal.addOneNumAni(rtAni); // rtAni.setGO(m_card.gameObject()); // rtAni.destPos = m_curPt.pos; // rtAni.destRot = m_curPt.rot; // m_numAniParal.play(); //} //// 移动动画 //private void moveToDestT(PosType type = PosType.eHandDown) //{ // m_curPt = m_wayPtList.getPosInfo(type); // // 旋转和缩放直接设置 // UtilApi.setRot(m_card.transform(), m_curPt.rot); // UtilApi.setScale(m_card.transform(), m_curPt.scale); // PosAni posAni; // posAni = new PosAni(); // m_numAniParal.addOneNumAni(posAni); // posAni.setGO(m_card.gameObject()); // posAni.destPos = m_curPt.pos; // m_numAniParal.play(); //} //// 缩放 //private void moveToDestScale(PosType type) //{ // m_curPt = m_wayPtList.getPosInfo(type); // ScaleAni scaleAni = new ScaleAni(); // m_numAniParal.addOneNumAni(scaleAni); // scaleAni.setGO(m_card.gameObject()); // scaleAni.destScale = m_curPt.scale; // m_numAniParal.play(); //} // 移动动画 public void moveToDestPos(PosType type = PosType.eHandDown) { // 开始做轨迹动画前需要关闭 DopeSheet 动画 Drag Title 动画 // 停止 DopeSheet 动画 if (m_startAni != null) { m_startAni.stop(); m_startAni.disable(); } disableWindowTitle(); m_curPt = m_wayPtList.getPosInfo(type); if (!UtilApi.isVectorEqual(m_card.transform().localEulerAngles, m_curPt.rot)) { RotAni rotAni; rotAni = new RotAni(); m_numAniParal.addOneNumAni(rotAni); rotAni.setGO(m_card.gameObject()); rotAni.destRot = m_curPt.rot; } if (!UtilApi.isVectorEqual(m_card.transform().localScale, m_curPt.scale)) { ScaleAni scaleAni; scaleAni = new ScaleAni(); m_numAniParal.addOneNumAni(scaleAni); scaleAni.setGO(m_card.gameObject()); scaleAni.destScale = m_curPt.scale; } if (!UtilApi.isVectorEqual(m_card.transform().localPosition, m_curPt.pos)) { PosAni posAni; posAni = new PosAni(); m_numAniParal.addOneNumAni(posAni); posAni.setGO(m_card.gameObject()); posAni.destPos = m_curPt.pos; } m_numAniParal.play(); }
/// <summary> /// Energy消費 /// </summary> /// <param name="skillType"></param> /// <param name="posType"></param> public void UseEnergy(SkillType skillType, PosType posType) { switch (skillType) { case SkillType.basic: { playerState.UseEnergy(8); break; } case SkillType.skill: { switch (posType) { case PosType.one: { playerState.UseEnergy(SkillManager._instance.GetSkillByPosition(PosType.one).Enegy); break; } case PosType.two: { playerState.UseEnergy(SkillManager._instance.GetSkillByPosition(PosType.two).Enegy); break; } case PosType.three: { playerState.UseEnergy(SkillManager._instance.GetSkillByPosition(PosType.three).Enegy); break; } } break; } } }
public void OnAttackButtonClick(bool isPress,PosType posType) { if (posType == PosType.Basic) { if (isPress) { anim.SetTrigger("Attack"); if(isSyncPlayerAnimation) battleController.SyncPlayerAnimation(new PlayerAnimationModel() { attack = true }); } } else { switch (posType) { case PosType.One: if (isPress){ anim.SetBool("skill1", true); if (isSyncPlayerAnimation) { battleController.SyncPlayerAnimation(new PlayerAnimationModel() { skill1 = true }); } } else { anim.SetBool("skill1", false); if (isSyncPlayerAnimation) { PlayerAnimationModel model = new PlayerAnimationModel() {}; battleController.SyncPlayerAnimation(model); } } break; case PosType.Two: if (isPress){ anim.SetBool("skill2", true); if (isSyncPlayerAnimation) { battleController.SyncPlayerAnimation(new PlayerAnimationModel() { skill2 = true }); } } else { anim.SetBool("skill2", false); if (isSyncPlayerAnimation) { PlayerAnimationModel model = new PlayerAnimationModel() {}; battleController.SyncPlayerAnimation(model); } } break; case PosType.Three: if (isPress) { anim.SetBool("skill3", true); if (isSyncPlayerAnimation) { PlayerAnimationModel model = new PlayerAnimationModel() { skill3 = true }; battleController.SyncPlayerAnimation(model); } } else { anim.SetBool("skill3", false); if (isSyncPlayerAnimation) { PlayerAnimationModel model = new PlayerAnimationModel() { }; battleController.SyncPlayerAnimation(model); } } break; } } }
public void setPosInfo(PosType wherePos, WayPtItem pos) { m_ptList.Add(pos); }
public WayPtItem getPosInfo(PosType wherePos) { return m_ptList[(int)wherePos]; }
/// <summary> /// 周りの攻撃判定 /// </summary> /// <param name="enemyPosition">敵の位置(ワールド座標)</param> /// <param name="type">攻撃手段</param> /// <param name="isEffect">特殊攻撃?</param> /// <returns></returns> bool AttackAround(Vector3 enemyPosition, PosType type, bool isEffect) { attackDis = getAttackDis(type, isEffect); if (Vector3.Distance(enemyPosition, transform.position) < attackDis) { //Debug.Log("hit!"); return true; } return false; }