public void SetInfo(Vector3 dest, DoAttackFun fun, float speed, WalkDir dir, BulletType t, SoldierSkill skill, bool isPlaySound = true) { m_dir = dir; m_Skill = false; m_skillinfo = skill; m_Start = transform.localPosition; m_Start.z = -0.5f; m_Destination = dest; m_Destination.z = -0.5f; //m_Destination.y = m_Start.y; m_fun = fun; m_Speed = speed; m_Duration = Mathf.Abs(transform.localPosition.x - m_Destination.x) / speed; m_type = t; //effect = SkillEffects._instance.LoadEffect("effect/prefab/", "1002011",transform.position,0.5f); if (isPlaySound) { SoundPlay.Play("fireGun", false, false); } m_info = m_skillinfo.m_skilleffectinfo; /*if (t == BulletType.Grenade || t == BulletType.Snowball|| t == BulletType.Poison || t == BulletType.ling) * { * //m_Destination.y -= 1f; * myBezier = new Bezier( m_Start, new Vector3(0,-3,0), new Vector3(0,-3,0), m_Destination ); * } * * if (t == BulletType.Grenade || t == BulletType.Snowball|| t == BulletType.Poison ) * { * //m_Destination.y -= 1f; * myBezier = new Bezier( m_Start, new Vector3(0,-3,0), new Vector3(0,-3,0), m_Destination ); * } * if (t == BulletType.ling) * { * //m_Destination.y -= 1f; * m_Destination.y = m_Start.y; * myBezier = new Bezier( m_Start, new Vector3(0,-2,0), new Vector3(0,-2,0), m_Destination ); * }*/ if (skill.m_type == 1005) { float dis = m_Destination.x - m_Start.x; Vector3 pos = m_Destination; pos.x = m_Start.x + dis * 0.7f; myBezier = new Bezier(m_Start, new Vector3(0, -m_info.m_locus, 0), new Vector3(0, -m_info.m_locus, 0), pos); Vector3 pos1 = pos; pos1.x += dis * 0.2f; myBezier1 = new Bezier(pos, new Vector3(0, -m_info.m_locus * 0.4f, 0), new Vector3(0, -m_info.m_locus * 0.4f, 0), pos1); myBezier2 = new Bezier(pos1, new Vector3(0, -m_info.m_locus * 0.2f, 0), new Vector3(0, -m_info.m_locus * 0.2f, 0), m_Destination); } else { myBezier = new Bezier(m_Start, new Vector3(0, -m_info.m_locus, 0), new Vector3(0, -m_info.m_locus, 0), m_Destination); } //Debug.Log("bullet:" + transform.localPosition + "," +m_Destination + "," + m_Speed + "," + m_Duration + ","+Mathf.Abs(transform.localPosition.x - m_Destination.x)); }
public override void BuildUpdate() { base.BuildUpdate(); m_vCurGreed = m_vDirGreed; Pao.transform.localRotation = Quaternion.Euler(m_vCurGreed); if (Time.time - m_fCheckRoleInSmallCirle > 0.2f) { List <Life> RoleList = new List <Life>(); List <Life> newRoleList = new List <Life>(); CM.SearchLifeMList(ref RoleList, null, LifeMType.SOLDIER /*| LifeMType.PET*/, LifeMCamp.ALL, MapSearchStlye.Circle, this, (MapGrid.m_width * 150) / MapGrid.m_Pixel); if (RoleList.Count > 0) { (m_Property as BuildProperty).SetColor("_Color", new Color(1.0f, 1.0f, 1.0f, 0.196f)); } else { (m_Property as BuildProperty).SetColor("_Color", new Color(1.0f, 1.0f, 1.0f, 1.0f)); } } if (m_bAttack && Time.time - m_fAttackTime > 0.5f) { m_bAttack = false; SoundPlay.Play("trap_cannon_land", false, false); ActiveEffect1915011(false); SetAnimator(Build_AnimatorState.Stand10000); } }
public override void BuildUpdate() { base.BuildUpdate(); if (m_bBomb == true && Time.time - m_fAttackTrigger > 0.5f) { if (m_playSound == true) { m_playSound = false; SoundPlay.Play("trap_boomroom", false, false); } //SetAnimator (Build_AnimatorState.Trigger30000); } if (m_bBomb == true && GetCDTime() < 0.6f) { (m_Property as BuildProperty).EnableAllBodyRender(true); SetAnimator(Build_AnimatorState.Stand10000); m_goEffect1003031.SetActive(false); m_playSound = true; m_bBomb = false; } if (m_bHitFly == true && GetCDTime() < 0.6f) { (m_Property as BuildProperty).EnableAllBodyRender(true); SetAnimator(Build_AnimatorState.Stand10000); m_goEffect1003031.SetActive(false); m_bHitFly = false; } }
/// <summary> /// 释放技能主逻辑 /// </summary> protected override bool ReleaseSkill(ref List <Life> RoleList, ref int nAttackIndex) { m_RoleList.Clear(); bool IsRelease = false; if (RoleList.Count > 0) { IsRelease = true; foreach (Life w in RoleList) { m_RoleList.Add(w); GridActionCmd action = null; if (w is Role) { action = (w as Role).CurrentAction; } SkillReleaseInfo Info = m_Skill.SkillRelease(this, w, action, m_Skill.PropSkillInfo); w.ApplyDamage(Info, m_thisT); } m_fAttackTrigger = Time.time; m_bBomb = true; SoundPlay.Play("littleboom", false, false); SetAnimator(Build_AnimatorState.Trigger30000); m_goEffect1003031.SetActive(true); } return(IsRelease); }
SoundPlay PlaySoundInternal(AudioClip clip, float time) { if (clip == null #if !SH_ASSETBUNDLE || ConfigData.Instance.UseSound == false || ConfigData.Instance.IsMute == true #endif ) { return(null); } AudioSource source = GetFreeSource(clip); if (time > 0f) { source.PlayDelayed(time); } else { source.Play(); if (time < 0f) { source.time = -time; } } SoundPlay play = new SoundPlay(); play.sources.Add(source); return(play); }
public override void ActiiveStart() { SoundPlay.Play("skill_thor", false, false); Transform t = null; //RolePropertyM rpm = m_Skin.iGameRole.GetRolePropertyM(); // 尾巴 GameObject goTail = m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.Bone1Pos); if (goTail != null) { t = goTail.transform; GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "1202061_01", t.position, m_LifePrent.GetLifeProp().transform); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.5f); gae.AddAction(ndEffect); } GameObject posgo = m_LifePrent.GetSkin().ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectBottomPos); if (posgo != null && (m_LifePrent as Role).RoleSkill.m_AttackTarget.m_thisT != null) { Vector3 pos = posgo.transform.position; //pos.z = -1.5f; GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "1202061_02", posgo.transform.position, posgo.transform); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(2f); gae.AddAction(ndEffect); /*Life ttagrt = (m_LifePrent as Role).RoleSkill.m_AttackTarget; * Vector3 tpos = ttagrt.GetCenterPos(); * * float dis = Mathf.Abs(posgo.transform.position.x - tpos.x); * gae.transform.localScale = new Vector3(-dis * 0.25f, 1, 1);*/ } PlayAction(AnimatorState.Skill01, m_Start); }
public override void StartWithTarget(Life Parent, StartAttackFun StartAttack) { base.StartWithTarget(Parent, StartAttack); PlayAction(AnimatorState.Attack85000, m_Start); SoundPlay.Play("atc_xiaobai", false, false); }
public override void StartWithTarget(Life Parent, StartAttackFun StartAttack) { base.StartWithTarget(Parent, StartAttack); PlayAction(AnimatorState.Attack81000, m_Start); SoundPlay.Play("skill_naixiong", false, false); }
public override void ActiiveStart() { //NGUIUtil.DebugLog("蹦达与蹦蹦大招 天雨散弹 ActiiveStart", "orange"); //动作光效 蹦大 挥棍 SoundPlay.Play("skill_voice_boom", false, false); GameObject posgo = m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.FirePos); if (posgo != null) { GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "1003061", posgo.transform.position, posgo.transform); if (gae != null) { GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(m_Duration); gae.AddAction(ndEffect); m_effectgo = gae.gameObject; } else { m_effectgo = null; } } if (m_LifePrent is Role) { Pet pet = (m_LifePrent as Role).CurPet; if (pet != null && pet.PetMoveAI is PetWalk1002) { (pet.PetMoveAI as PetWalk1002).m_petState = Pet1002State.bigSkill; } } }
public void UpQualityEffect() { SetEnableQuality(true); SoundPlay.Play("hero_promotion", false, false); UpReSetUI(); Vector3 pos = new Vector3(0, -10, ConstantData.iDepBefore3DModel); GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", "2000721", pos, MyHead.EffectParent.gameObject.transform); gae.gameObject.AddComponent <SetRenderQueue>(); if (gae != null) { GameObjectLoader.SetGameObjectLayer(gae.gameObject, MyHead.EffectParent.gameObject.layer); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(2f); gae.AddAction(ndEffect); gae.gameObject.transform.localPosition = pos; } int iHpAdd = m_Info.m_hp - m_backUpBuild.m_hp; int iPower = m_Info.m_DefensePower - m_backUpBuild.m_DefensePower; AddHudTextShow(NGUIUtil.GetStringByKey(10000080) + " +" + iPower.ToString("0.00")); AddHudTextShow(NGUIUtil.GetStringByKey(10000081) + " +" + iHpAdd.ToString("0.00"), 0.8f); NGUIUtil.ExcuteWaitAction(gameObject, 1.8f, ShowUpQuilityWndCallBack); }
protected override void TriggerSkillTime(ref List <Life> RoleList, ref float fReleaseDelay) { fReleaseDelay = 0.25f; bool IsRelease = false; if (RoleList.Count > 0) { SetAnimator(Build_AnimatorState.Trigger30000); { Life w = RoleList[0]; Vector3 posSrc = m_goPao.transform.position; Vector3 posRole = new Vector3(w.GetPos().x, w.GetPos().y, w.GetPos().z); float fgreed = NdUtil.V2toAngle(posSrc, posRole, Vector3.right); if (fgreed < 0f || fgreed > 270) { fgreed = 0f; } else if (fgreed > 180f) { fgreed = 180f; } m_vDirGreed = new Vector3(0, -fgreed, 0); } m_bAttack = true; m_fAttackTime = Time.time; m_goEffect1912011.SetActive(true); SoundPlay.Play("trap_cannon_sky", false, false); } }
public override void Start() { base.Start(); if (m_type == ResourceType.Wood) { SoundPlay.Play("battle_wood_pick", false, false); } else if (m_type == ResourceType.Gold) { SoundPlay.Play("gold", false, false); } //m_fShowEffectCounter = 0.4f; Vector3 pos = Vector3.zero; CombatInfoWnd Wnd = WndManager.FindDialog <CombatInfoWnd>(); if (Wnd != null) { pos = m_uicamera.WorldToViewportPoint(Wnd.GetResourcePos(m_type).position); } pos.z = 20;//Mathf.Abs(m_target.transform.position.z - m_gameCamera.transform.position.z) * 0.5f; pos = m_gameCamera.ViewportToWorldPoint(pos); m_end = m_gameCamera.transform.InverseTransformPoint(pos); m_target.transform.parent = m_gameCamera.transform; m_start = m_target.transform.localPosition; m_target.transform.localScale = Vector3.one; EffectCamera.RemoveFollowList(m_target.transform); }
void GoCombat() { SoundPlay.PlayBackGroundSound("bgm_battle_loop", true, false); List <int> l = new List <int>(); List <int> lDefense = new List <int>(); List <SoldierInfo> soldierList = new List <SoldierInfo>(); foreach (var i in m_SelectedSoldier) { soldierList.Add(SoldierDC.GetSoldiers(i.Soldier.ID)); l.Add(i.Soldier.ID); lDefense.Add(i.Soldier.SoldierTypeID); } CmCarbon.SetAttackSoldier(soldierList); if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE) { /*if (StageDC.GetPveMode() == PVEMode.Defense) { * StageDC.SendStageAttackRequest(StageDC.GetCompaignStageID(), lDefense, 0); * } else { * StageDC.SendStageAttackRequest(StageDC.GetCompaignStageID(), l, m_SelectedBlackScienceDataID); * } * DataCenter.RegisterHooks((int)gate.Command.CMD.CMD_702, CanCombat);*/ JoinCombat(); } else { JoinCombat(); } }
void Start() { Screen.SetResolution(1024, 640, false); string tangramColor = PlayerPrefs.GetString("tangramColor", "0"); TangramAA = GameObject.Find("Main Camera").GetComponent <TangramAutomaticAdjustment> (); if (GameObject.Find("Canvas").GetComponent <UI_TangramAssemble> () != null) { TangramUI = GameObject.Find("Canvas").GetComponent <UI_TangramAssemble> (); } soundPlay = GameObject.Find("Audio_Source").GetComponent <SoundPlay> (); gamedata = GameObject.Find("Data_Source").GetComponent <GameData> (); tn [0] = "Tangram_" + tangramColor + "_00"; tg [0] = Instantiate(Resources.Load("Prefabs/Tangrams/Tangrams_" + tangramColor + "/" + tn [0])) as GameObject; tg [0].transform.position = gamedata.tangramPosition [0]; tn [0] = tn [0] + "(Clone)"; // 动态创建七巧板并设置坐标(tangramname and tangramposition) for (int i = 1; i < 8; i++) { tn [i] = "Tangram_" + tangramColor + "_0" + i.ToString(); tg [i] = Instantiate(Resources.Load("Prefabs/Tangrams/Tangrams_" + tangramColor + "/" + tn [i])) as GameObject; tg [i].transform.position = gamedata.tangramPosition [i]; tn [i] = tn [i] + "(Clone)"; // 动态添加事件注册脚本 // tg [i].AddComponent<TangramListener>(); } }
public override void StartWithTarget(Life Parent, StartAttackFun StartAttack) { base.StartWithTarget(Parent, StartAttack); PlayAction(AnimatorState.Attack85000, m_Start); Transform t = null; //RolePropertyM rpm = m_Skin.iGameRole.GetRolePropertyM(); GameObject goLeftHand = m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.LeftHandPos); GameObject goRightHand = m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.LeftHandPos); if (goLeftHand != null && goRightHand != null) { t = goLeftHand.transform; GameObjectActionExcute gaeLeftHand = EffectM.LoadEffect(EffectM.sPath, "1202031_01", t.position, t); GameObjectActionDelayDestory ndEffectL = new GameObjectActionDelayDestory(1.5f); gaeLeftHand.AddAction(ndEffectL); t = goRightHand.transform; GameObjectActionExcute gaeRightHand = EffectM.LoadEffect(EffectM.sPath, "1202031_01", t.position, t); GameObjectActionDelayDestory ndEffectR = new GameObjectActionDelayDestory(1.5f); gaeRightHand.AddAction(ndEffectR); m_effectgo = gaeRightHand.gameObject; SoundPlay.JoinPlayQueue("atc_thor", 1.5f); } GameObject goRoot = m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectBottomPos); if (goRoot != null) { t = goRoot.transform; GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "1202031_02", t.position, t); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(0.5f); gae.AddAction(ndEffect); } }
void Start() { _audioSource = this.gameObject.GetComponent <AudioSource> (); _soundEffect = this.gameObject.GetComponents <AudioSource> (); //音量大小 _audioSource.volume = 0.5f; //循环播放 _audioSource.loop = true; //脚本单例 _soundPlay = this; /* * //跳转场景,不销毁物体自身 * DontDestroyOnLoad(this.gameObject); * _soundPlay = this; * //在摄像机中添加AudioSource组件 * _audioSource=this.gameObject.AddComponent<AudioSource>(); * _audioSource.playOnAwake = true; * //循环播放 * _audioSource.loop=true; * //设置音量为最大,区间在0-1之间 * _audioSource.volume=1.0f; * //设置audioclip * //PlayBgmAudio(0); */ PlayMusic("start"); }
/// <summary> /// 资源卸载 /// </summary> public override void Clear() { SoundPlay.PlayBackGroundSound("bgm_city_loop", true, false); MapM.ClearMap(); CM.ExitCm(); ShipBombRule.ClearBombData(); WndManager.DestroyAllDialogs(); }
/// <summary> /// 播放炮弹兵发送的音乐 /// </summary> private static void PlayFlyMusic(int roleID) { bool soundExit = SoundPlay.Play(roleID.ToString() + "_fly", false, false); if (!soundExit) { SoundPlay.Play("fly", false, false); } }
/// <summary> /// 构建世界空间 /// </summary> public override void BuildWorld() { Life.Environment = LifeEnvironment.View; SoundPlay.PlayBackGroundSound("bgm_city_loop", true, true); MainCameraM.s_Instance.ResetCameraDataByHaven(); MainCameraM.s_Instance.SetCameraLimitParam(MainCameraM.s_reaLimitPyramidHavenView); RevertFrCamPosTemp(false); MainCameraM.s_Instance.EnableDrag(true); }
public override void Update() { base.Update(); if (m_TimeCount < m_fDelay) { m_LifePrent.m_thisT.transform.position = start; return; } if (m_TimeCount < (m_fDelay + 3.02f)) { if ((m_TimeCount - m_Delatime) <= m_fDelay) { SoundPlay.Play("back_ship", false, false); //SkillEffects._instance.LoadEffect("effect/prefab/", "2000201", start, 1.5f, dolphineDir); GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", m_effectName, start, null); if (gae != null) { GameObjectActionEffectInit effectinit = new GameObjectActionEffectInit(); //effectinit.SetEffectMirror(dolphineDir); gae.AddAction(effectinit); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.5f); gae.AddAction(ndEffect); } } Vector3 pos = bezier.GetPointAtTime((m_TimeCount - m_fDelay) / 3.0f); float Angles = NdUtil.V2toAngle(pos, bezier.GetPointAtTime((m_TimeCount - m_fDelay) / 3.0f + 0.01f), Vector3.right) + 180; m_curangle = NdUtil.ClampAngle(Angles + 180, 0, 360f); //Debug.Log(m_curangle); if (m_bRotate) { if (dolphineDir == WalkDir.WALKRIGHT) { m.SetAngle(-Angles); } else { m.SetAngle(Angles); } } PlayAction(AnimatorState.Fly00000, pos, true); //NGUIUtil.DebugLog(m_TimeCount.ToString()); //if (m_TimeCount >= 0.4f && m_TimeCount < 0.4f +Time.deltaTime) //{ // m_Skin.ProPerty.EnableTrail(true); //} } else { //PlayAction(AnimatorState.Fly00000, bezier.GetPointAtTime(1), true); //MoveAction(AnimatorState.Fly00000, Vector3.down * m_LifePrent.m_Attr.Flyspeed * Time.deltaTime, ActionMode.Delta); MoveAction(AnimatorState.Fly00000, Vector3.down * 10 * Time.deltaTime, ActionMode.Delta); } }
virtual public void Finish() { if (particle_system != null) { GameObject.Destroy(particle_system.gameObject); particle_system = null; } if (sound_play != null) { sound_play.Finish(); sound_play = null; } }
/// <summary> /// 释放技能主逻辑 /// </summary> protected override bool ReleaseSkill(ref List <Life> RoleList, ref int nAttackIndex) { bool IsRelease = false; if (RoleList.Count > 0) { m_bCDOver = false; m_fAttackTimer = Time.time; IsRelease = true; bool ispress = true; //是否可以压扁 /*{ * foreach(Life life in RoleList) * { * if (life.m_Attr.AntiPress > 100) * { * ispress = false; * GridActionCmd action = null; * if (life is Role) * action = (life as Role).CurrentAction; * SkillReleaseInfo Info = m_Skill.SkillRelease(this,life,action,m_Skill.PropSkillInfo); * //life.ApplyDamage(Info, transform); * SetAnimator (Build_AnimatorState.Trigger30100); * m_bAttackedToDie=true; * } * } * }*/ if (ispress) { foreach (Life lifepress in RoleList) { GridActionCmd action = null; if (lifepress is Role) { action = (lifepress as Role).CurrentAction; } SkillReleaseInfo Info = m_Skill.SkillRelease(this, lifepress, action, m_Skill.PropSkillInfo); lifepress.ApplyDamage(Info, m_thisT); } SetAnimator(Build_AnimatorState.Trigger30000); m_bAttacke = true; SoundPlay.Play("Trap/trap_flattening", false, false); m_goEffect1914021.SetActive(true); } } return(IsRelease); }
public RemoteControl() { InitializeComponent(); cmbRate.Text = (string) cmbRate.Items[0]; cmbChannels.Text = (string)cmbChannels.Items[0]; sndplay = new SoundPlay(); for (int i = 0; i < 8; ++i) { sndplay.PPMchannels[i] = 100; } }
void ClickCombat(UIButton sender) { CounterPartInfo Info = StageDC.GetCounterPartInfo(); if (Info == null) { return; } if (m_type != StageType.Normal) { int Times = StageDC.GetPassStageTimes(m_type, m_stageid); if (Times >= Info.times) { NGUIUtil.ShowTipWndByKey("88800031", 2); return; } } if (StageDC.GetPveMode() == PVEMode.Defense) { SoundPlay.PlayBackGroundSound("bgm_battle_loop", true, false); ShipCanvasInfo Canvas = new ShipCanvasInfo(); List <SoldierInfo> lSoldier = new List <SoldierInfo>(); List <ShipPutInfo> lBuild = new List <ShipPutInfo>(); ShipPlanDC.SetCurShipPlan(PlanType.Default); ShipPlan Plan = ShipPlanDC.GetCurShipPlan(); Plan.GetShipCansInfoPlan(ref Canvas, ref lSoldier, ref lBuild); CmCarbon.SetDefenseMap(Canvas); CmCarbon.SetDefenseBuild(lBuild); CmCarbon.SetDefenseSoldier(lSoldier); CmCarbon.SetDefenseFloor(UserDC.GetDeckLevel()); CmCarbon.SetDefenseUserInfo(Info, null); List <int> l = new List <int>(); foreach (SoldierInfo s in lSoldier) { l.Add(s.ID); } sender.enabled = false; //DataCenter.RegisterHooks((int)gate.Command.CMD.CMD_702, CanCombat); //StageDC.SendStageAttackRequest(m_stageid, l, 0); SceneM.Load(CombatScene.GetSceneName(), false, false); } else { sender.enabled = false; //SoldierDC.Send_SoldierBattleListRequest(0); //DataCenter.RegisterHooks((int)gate.Command.CMD.CMD_214, LoadStage); SceneM.Load(CombatScene.GetSceneName(), false, false); } }
public override void ActiiveStart() { GameObject posgo = m_LifePrent.GetSkin().ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectPos); if (posgo != null) { Vector3 pos = posgo.transform.position; pos.z = -1.5f; GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "1004031_01", posgo.transform.position, posgo.transform); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.5f); gae.AddAction(ndEffect); SoundPlay.Play("skill_xiaobai", false, false); } }
public override void StartWithTarget(Life Parent) { base.StartWithTarget(Parent); SoundPlay.Play("skill_biochemical_boss", false, false); m_LifePrent.m_thisT.position += new Vector3(0, 0, -1.5f); GameObject posgo = m_LifePrent.GetSkin().ProPerty.HelpPoint.GetVauleByKey(HelpPointName.Bone1Pos); if (posgo != null) { Vector3 pos = posgo.transform.position; GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "1401141", pos, posgo.transform); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(m_Duration); gae.AddAction(ndEffect); m_effectgo = gae.gameObject; } }
//------------------------- void OnTriggerEnter(Collider Col) { //If player collected coin, then destroy object if (Col.CompareTag("Player")) { SoundPlay.PlaySound(); Destroy(gameObject); Timer.CountDown = Timer.CountDown + 10; } else { Debug.Log("ROAR"); transform.position = new Vector3(Random.Range(-120.0F, 3.0F), 1, Random.Range(-30.0F, 30.0F)); } }
public override void ActiiveStart() { SoundPlay.Play("skill_viking", false, false); GameObject gpos = m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectBottomPos); string name = "1104061_01"; if (m_LifePrent.WalkDir == WalkDir.WALKRIGHT) { name = "1104061_02"; } GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, name, gpos.transform.position, gpos.transform); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(180.0f); m_effectgo = gae.gameObject; }
/// <summary> /// 升级特效 /// </summary> public void UpLevelEffect() { Vector3 pos = new Vector3(0, -10, ConstantData.iDepBefore3DModel); GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", "2000711", pos, MyHead.SoldierPos); gae.gameObject.AddComponent <SetRenderQueue>(); if (gae != null) { GameObjectLoader.SetGameObjectLayer(gae.gameObject, MyHead.SoldierPos.gameObject.layer); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.8f); gae.AddAction(ndEffect); gae.gameObject.transform.localPosition = pos; } SoundPlay.Play("hero_promotion", false, false); }
public override void ActiiveStart() { SoundPlay.Play("skill_voice_rui", false, false); Life w = m_LifePrent.m_Skill.m_SkillTarget; if (w is Role) { //Transform EffectPos = (w as Role).m_Skin.ProPerty.m_EffectPos; GameObject posgo = (w as Role).m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectPos); if (posgo != null) { Vector3 pos = posgo.transform.position; pos.z = -1.5f; //SkillEffects._instance.LoadEffect("effect/prefab/", "1002051",pos,1f); GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "1002051", pos, BattleEnvironmentM.GetLifeMBornNode(true)); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1f); gae.AddAction(ndEffect); } } else { MapGrid g = w.GetMapGrid(); Vector3 pos = g.WorldPos; pos.y += 1f; //SkillEffects._instance.LoadEffect("effect/prefab/", "1002051",pos,1f); GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "1002051", pos, BattleEnvironmentM.GetLifeMBornNode(true)); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1f); gae.AddAction(ndEffect); } GameObject pgo = m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectBottomPos); if (pgo != null) { //m_effectgo = SkillEffects._instance.LoadEffect("effect/prefab/", "1002031",posgo.transform.position,m_Duration); string name = "1002151_0"; if (!m_LifePrent.m_Core.m_IsPlayer) { name = "1002151_1"; } GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, name, pgo.transform.position, m_LifePrent.GetSkin().ProPerty.transform); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.5f); gae.AddAction(ndEffect); } SoundPlay.Play("missile_ready", false, false); }
public override void StartWithTarget(Life Parent, StartAttackFun StartAttack) { base.StartWithTarget(Parent, StartAttack); PlayAction(AnimatorState.Attack85000, m_Start); SoundPlay.Play("atc_hulk_02", false, false); GameObject posgo = m_LifePrent.GetSkin().ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectBottomPos); if (posgo != null) { Vector3 pos = posgo.transform.position; GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "1401031", pos, posgo.transform); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1f); gae.AddAction(ndEffect); m_effectgo = gae.gameObject; } }