VOAtk GetAtkVOByName(string _name, System.Object obj) { Dictionary <string, string> dic = GetDateByName.GetInstance().GetDicSSByName(_name, obj); atkvo = new VOAtk(); atkvo.GetVO(dic); return(atkvo); }
/// <summary> /// 释放特效 /// </summary> /// <param name="hzSkillName">特效名字</param> /// <param name="isSkill">是否是技能</param> internal void ShowOutSkillByName(string hzSkillName, bool isSkill = false, VOAtk vOAtk = null, bool IsHuoren = false) { //if(Globals.isDebug)print(" hzSkillName "+ hzSkillName); //print("-------------------------------------------------------------------?????????hzSkillName "+ hzSkillName); GameObject skillObj; GameObject skill; //int nums = 0; //string[] _strArr = hzSkillName.Split('|'); //if (_strArr.Length > 1) //{ // skillObj = Resources.Load(_strArr[0]) as GameObject; // //nums = int.Parse(_strArr[1]); // //间隔时间 这里就不多做了 直接在动画里面 多几个 事件就可以了 //} //else //{ // skillObj = Resources.Load(hzSkillName) as GameObject; //} skillObj = Resources.Load(hzSkillName) as GameObject; if (skillObj == null) { print(" skillObj = null "); //Time.timeScale = 0; return; } skill = ObjectPools.GetInstance().SwpanObject2(skillObj); skill.name = hzSkillName; //skill.transform.parent = this.transform.parent; //print("parent >>> " + skill.transform.parent+" playerpARENT "+GlobalTools.FindObjByName("player").transform.position); //电墙 if (skill.GetComponent <TX_Dianqiang>()) { //***以后 所有 可以直接丢出去的 技能 在这里 做 统一接口************ //电墙 skill.transform.position = new Vector2(this.transform.position.x, skill.GetComponent <TX_Dianqiang>().PosY); skill.GetComponent <JN_base>().atkObj = this.gameObject; skill.GetComponent <JN_Date>().team = GetComponent <RoleDate>().team; skill.GetComponent <TX_Dianqiang>().GetStart(); skill.GetComponent <TX_Dianqiang>().SetSpeedFX(-this.transform.localScale.x); return; } if (skill.GetComponent <TX_zidan>()) { if (this.GetComponent <GameBody>().zidanPos != null) { GameObject shanGuang = ObjectPools.GetInstance().SwpanObject2(Resources.Load("TX_zidan1shan") as GameObject); //GlobalTools.GetGameObjectByName("TX_zidan1shan"); shanGuang.transform.position = this.GetComponent <GameBody>().zidanPos.position; skill.transform.position = this.GetComponent <GameBody>().zidanPos.position; skill.GetComponent <TX_zidan>().team = GetComponent <RoleDate>().team; } skill.transform.localScale = this.transform.localScale; return; } if (vOAtk != null) { //print("vOAtk.chongjili " + vOAtk.chongjili); if (vOAtk.chongjili != 0) { skill.GetComponent <JN_Date>().chongjili = vOAtk.chongjili; } if (vOAtk.hitKuaiOX != 0) { skill.GetComponent <JN_Date>().hitKuai_xdx = vOAtk.hitKuaiOX; } if (vOAtk.hitKuaiOY != 0) { skill.GetComponent <JN_Date>().hitKuai_xdy = vOAtk.hitKuaiOY; } if (vOAtk.hitKuaiSX != 0) { skill.GetComponent <JN_Date>().hitKuaiSW = vOAtk.hitKuaiSX; } if (vOAtk.hitKuaiSY != 0) { skill.GetComponent <JN_Date>().hitKuaiSH = vOAtk.hitKuaiSY; } if (vOAtk.atkPower != 0) { skill.GetComponent <JN_Date>().atkPower = vOAtk.atkPower; } //print(" POWER!!!??? "+skill.GetComponent<JN_Date>().atkPower+" >>????? "+ vOAtk.atkPower); if (vOAtk.TXOX != 0) { skill.GetComponent <JN_Date>()._xdx = vOAtk.TXOX; } //print(" __xdx "+ skill.GetComponent<JN_Date>()._xdx+" ------->>>>>> "+ vOAtk.TXOX); if (vOAtk.TXOY != 0) { skill.GetComponent <JN_Date>()._xdy = vOAtk.TXOY; } if (vOAtk.TXSX != 0) { skill.GetComponent <JN_Date>()._scaleW = vOAtk.TXSX; } if (IsHuoren) { skill.GetComponent <JN_base>().ShowTXFudai(); } } //if (Globals.isDebug) //{ // print("skill "+ skill); // print("this.transform.position " + this.transform.position); // print("this.transform.GetComponent<RoleDate>().team " + this.transform.GetComponent<RoleDate>().team); // print("this.transform.localScale.x " + this.transform.localScale.x); // print("this.gameObject " + this.gameObject); //} //print("攻击时玩家的x周速度 "+this.GetComponent<Rigidbody2D>().velocity.x); //print("----------------------------------->???? " + skill.GetComponent<JN_base>()); if (skill && skill.GetComponent <JN_base>()) { skill.GetComponent <JN_base>().GetPositionAndTeam(this.transform.position, this.transform.GetComponent <RoleDate>().team, this.transform.localScale.x, this.gameObject, isSkill); } //skill.GetComponent<JN_Date>().GetCallBackStart(); //TXPlay2(skill); //取到技能vo //如果是技能VO 按技能方法 直接在技能特效上写攻击力 //如果是普通攻击 按DateZS里面来算 //AtkAttributesVO _atkVVo = skill.GetComponent<AtkAttributesVO>(); }