public void CreateNewEffect(int effectBlockIndex, string parmName, object parameter)
        {
            EFFECT_TYPE effetType = ((CREATE_NEW_EFFECT)parameter).effetType;
            IEffect     effect    = new Effect(efectsDict[effetType], _reportDescriptorProperties);

            _effects.InsertEffect(effectBlockIndex, effect);
        }
Example #2
0
    public void GenerateEffect(EFFECT_TYPE type, Vector3 pos = new Vector3(), EffectData data = new EffectData())
    {
        switch (type)
        {
        case EFFECT_TYPE.EFFECT_TYPE_FONT_MISS:
            GenerateMissEffect(pos);
            break;

        case EFFECT_TYPE.EFFECT_TYPE_FONT_NORMAL:
            GenerateNormalNumEffect(pos, data.number);
            break;

        case EFFECT_TYPE.EFFECT_TYPE_FONT_CRITICAL:
            GenerateCriticalNumEffect(pos, data.number);
            break;

        case EFFECT_TYPE.EFFECT_CRITICAL_ATTACK:
            GenerateCriticalAttackEffect(pos);
            break;

        case EFFECT_TYPE.EFFECT_NORMAL_ATTACK:
            GenerateNormalAttackEffect(pos);
            break;
        }
    }
Example #3
0
 public EffectInfoData(GameTargetType targetType, EFFECT_TYPE effectID, string param1, string param2, ELEMENT_PROPERTY element = ELEMENT_PROPERTY.NONE)
 {
     TargetType      = targetType;
     EffectID        = effectID;
     EffectParam1    = param1;
     EffectParam2    = param2;
     elementPtoprtty = element;
 }
 public Skill(EFFECT_TYPE skill_effect, ITEM_FEATURES right, ITEM_FEATURES left, ACTOR_STATUS_TYPE idle, ACTOR_STATUS_TYPE injury, ACTOR_STATUS_TYPE knockout)
 {
     _SkillEffect = skill_effect;
     _Idle        = idle;
     _Right       = right;
     _Left        = left;
     _Knockout    = knockout;
     _Injury      = injury;
 }
Example #5
0
 //--------------------------------------------------------------------------
 //      エフェクト状態初期化
 //--------------------------------------------------------------------------
 public void EffectStatusReset()
 {
     EffectFlug = false;                 // 発生フラグ
     EffectPos  = Vector3.zero;          // 発生位置
     if (Effecttype == EFFECT_TYPE.HOLD) // エフェクト消去
     {
         tapEffect.Clear();
     }
     HoldEffect.Clear();
     Effecttype                      = EFFECT_TYPE.NONE;                // エフェクトタイプ
     HoldEffectSpawnCounter          = 0;                               // ホールドエフェクト発生カウンター
     HoldEffect2D.transform.position = new Vector3(100.0f, 0.0f, 0.0f); // 2Dエフェクトの位置リセット
 }
Example #6
0
    public static BaseEffect GetEffectObject(EFFECT_TYPE pEffectType, BaseEffect pBaseEffect)
    {
        switch (pEffectType)
        {
        case EFFECT_TYPE.BLOCK:
            return(new BoostExplosion(pBaseEffect.m_TargetTag));

        case EFFECT_TYPE.DESTROY_BY_TYPE:
            return(new BoostSuper(pBaseEffect.m_TargetTag));

        case EFFECT_TYPE.CROSS:
            return(new BoostCross(pBaseEffect.m_TargetTag));
        }
        return(new BaseEffect());
    }
Example #7
0
 public Weapon(WEAPONS_TYPE type, EFFECT_TYPE effect)
 {
     if (type == WEAPONS_TYPE.CANNON)
     {
         _damage   = 10.0f;
         _cooldown = 2;
     }
     if (type == WEAPONS_TYPE.RAILGUN)
     {
         _damage   = 15f;
         _cooldown = 4;
     }
     _type   = type;
     _effect = effect;
 }
Example #8
0
        public static int RedirectCardID(EFFECT_TYPE type, params object[] objs)
        {
            // !!! 暂未实现
            switch (type)
            {
            case EFFECT_TYPE.RedirectToSpCardEffect:
                return(0);

            case EFFECT_TYPE.ReplayLastCardCurRoundEffect:
                return(0);

            default:
                Debug.LogError("redirect card id error with first param: " + type);
                break;
            }
            return(-1);
        }
 public void UnableMarker()
 {
     //IL_001e: Unknown result type (might be due to invalid IL or missing references)
     //IL_0025: Expected O, but got Unknown
     //IL_0041: Unknown result type (might be due to invalid IL or missing references)
     //IL_0048: Expected O, but got Unknown
     effectType = EFFECT_TYPE.NONE;
     if (effectTransform != null)
     {
         EffectManager.ReleaseEffect(effectTransform.get_gameObject(), true, false);
     }
     if (multiLockTransform != null)
     {
         EffectManager.ReleaseEffect(multiLockTransform.get_gameObject(), true, false);
     }
     effectTransform    = null;
     multiLockTransform = null;
     multiLock          = null;
 }
Example #10
0
        public static List <EffectInfoData> ParseData(string[] list_array)
        {
            List <EffectInfoData> effect_List = new List <EffectInfoData>();

            for (int i = 0; i < list_array.Length; i++)
            {
                GameTargetType _TargetType   = GameTargetType.NONE;
                EFFECT_TYPE    _EffectID     = EFFECT_TYPE.None;
                string         _EffectParam1 = "";
                string         _EffectParam2 = "";
                switch (i % 4)
                {
                case 0:
                {
                    _TargetType = (GameTargetType)Enum.Parse(typeof(GameTargetType), list_array[i]);
                    break;
                }

                case 1:
                {
                    _EffectID = (EFFECT_TYPE)Enum.Parse(typeof(EFFECT_TYPE), list_array[i]);
                    break;
                }

                case 2:
                {
                    _EffectParam1 = list_array[i];
                    break;
                }

                case 3:
                {
                    _EffectParam2 = list_array[i];
                    break;
                }
                }
                if (i % 4 == 3 || i == list_array.Length - 1)
                {
                    effect_List.Add(new EffectInfoData(_TargetType, _EffectID, _EffectParam1, _EffectParam2));
                }
            }
            return(effect_List);
        }
Example #11
0
    public void Damage(float Damage, EFFECT_TYPE effect)
    {
        if (!_dodgeEnabled)
        {
            if ((Damage - _resistance) > 0.0f)
            {
                Debug.Log(_name + " TAKES " + (Damage - _resistance).ToString() + " DAMAGE");
                _popupController.CreatePopup(ABILITIES.NONE, 0, _name + " TAKES " + (Damage - _resistance).ToString() + " DAMAGE");

                _health -= (Damage - _resistance);
            }
            else
            {
                Debug.Log(_name + " BLOCKS " + Damage.ToString() + " DAMAGE");
            }
        }
        else
        {
            Debug.Log(_name + " DODGES " + Damage.ToString() + " DAMAGE");
        }
    }
 public bool Conform(EFFECT_TYPE effect, ITEM_FEATURES right_features, ITEM_FEATURES left_features)
 {
     return(effect == _SkillEffect && right_features == _Right && left_features == _Left);
 }
 public bool Conform(EFFECT_TYPE effect, ITEM_FEATURES right_features, ITEM_FEATURES left_features)
 {
     return effect == _SkillEffect && right_features == _Right && left_features == _Left;
 }
 public Skill(EFFECT_TYPE skill_effect, ACTOR_STATUS_TYPE status_idle, ITEM_FEATURES right, ITEM_FEATURES left)
 {
     _SkillEffect = skill_effect;
     _StatusIdle = status_idle;
     _Right = right;
     _Left = left;
 }
Example #15
0
    public void CastEffect(EFFECT_TYPE e, Vector3 pos)
    {
        Transform tmp = Instantiate(pfab[(int)e]);

        tmp.position = pos;
    }
    public bool UpdateMarker(UpdateParam param)
    {
        //IL_01b3: Unknown result type (might be due to invalid IL or missing references)
        //IL_01ba: Expected O, but got Unknown
        //IL_0342: Unknown result type (might be due to invalid IL or missing references)
        //IL_0352: Unknown result type (might be due to invalid IL or missing references)
        //IL_0413: Unknown result type (might be due to invalid IL or missing references)
        //IL_041a: Expected O, but got Unknown
        //IL_0462: Unknown result type (might be due to invalid IL or missing references)
        //IL_0472: Unknown result type (might be due to invalid IL or missing references)
        //IL_0482: Unknown result type (might be due to invalid IL or missing references)
        //IL_048d: Unknown result type (might be due to invalid IL or missing references)
        //IL_04b9: Unknown result type (might be due to invalid IL or missing references)
        //IL_04c9: Unknown result type (might be due to invalid IL or missing references)
        //IL_04d9: Unknown result type (might be due to invalid IL or missing references)
        //IL_04e4: Unknown result type (might be due to invalid IL or missing references)
        if (param == null)
        {
            return(false);
        }
        bool        result      = false;
        EFFECT_TYPE eFFECT_TYPE = EFFECT_TYPE.NONE;

        switch (param.weakState)
        {
        case Enemy.WEAK_STATE.WEAK:
            eFFECT_TYPE = EFFECT_TYPE.WEAK;
            break;

        case Enemy.WEAK_STATE.DOWN:
            eFFECT_TYPE = EFFECT_TYPE.DOWN;
            break;

        case Enemy.WEAK_STATE.WEAK_SP_ATTACK:
        case Enemy.WEAK_STATE.WEAK_SP_DOWN_MAX:
            eFFECT_TYPE = (EFFECT_TYPE)((!param.isAimMode || !param.targeting || param.weakSubParam == 5) ? (7 + param.weakSubParam - 1) : 0);
            break;

        case Enemy.WEAK_STATE.WEAK_ELEMENT_ATTACK:
            eFFECT_TYPE = EFFECT_TYPE.WEAK_ELEMENT_ATTACK;
            break;

        case Enemy.WEAK_STATE.WEAK_ELEMENT_SKILL_ATTACK:
            eFFECT_TYPE = EFFECT_TYPE.WEAK_ELEMENT_SKILL_ATTACK;
            break;

        case Enemy.WEAK_STATE.WEAK_SKILL_ATTACK:
            eFFECT_TYPE = EFFECT_TYPE.WEAK_SKILL_ATTACK;
            break;

        case Enemy.WEAK_STATE.WEAK_HEAL_ATTACK:
            eFFECT_TYPE = EFFECT_TYPE.WEAK_HEAL_ATTACK;
            break;

        case Enemy.WEAK_STATE.WEAK_CANNON:
            eFFECT_TYPE = EFFECT_TYPE.WEAK_CANNON;
            break;

        default:
            if (param.targeting)
            {
                eFFECT_TYPE = EFFECT_TYPE.NORMAL;
            }
            break;
        }
        if (param.isAimMode && (eFFECT_TYPE == EFFECT_TYPE.NONE || eFFECT_TYPE == EFFECT_TYPE.NORMAL))
        {
            switch (param.spAttackType)
            {
            case SP_ATTACK_TYPE.HEAT:
                eFFECT_TYPE = ((!param.isAimChargeMax) ? EFFECT_TYPE.AIM_HEAT : EFFECT_TYPE.AIM_HEAT_CHARGE_MAX);
                break;

            default:
                eFFECT_TYPE = ((!param.isAimChargeMax) ? EFFECT_TYPE.AIM : EFFECT_TYPE.AIM_CHARGE_MAX);
                break;

            case SP_ATTACK_TYPE.SOUL:
                break;
            }
        }
        bool flag = false;

        if (param.isAimArrow && param.spAttackType == SP_ATTACK_TYPE.SOUL)
        {
            if (eFFECT_TYPE != EFFECT_TYPE.WEAK && eFFECT_TYPE != EFFECT_TYPE.WEAK_SP_ARROW)
            {
                eFFECT_TYPE = EFFECT_TYPE.NONE;
            }
            flag = true;
        }
        if (effectType != eFFECT_TYPE || point != param.targetPoint || !param.targetPoint.param.isShowRange)
        {
            if (effectTransform != null)
            {
                EffectManager.ReleaseEffect(effectTransform.get_gameObject(), true, false);
            }
            effectTransform = null;
        }
        if (effectTransform == null && eFFECT_TYPE != EFFECT_TYPE.NONE && param.targetPoint.param.isShowRange)
        {
            string      text         = MonoBehaviourSingleton <InGameSettingsManager> .I.targetMarkerSettings.effectNames[(int)eFFECT_TYPE];
            EFFECT_TYPE eFFECT_TYPE2 = eFFECT_TYPE;
            if (eFFECT_TYPE2 == EFFECT_TYPE.WEAK_ELEMENT_ATTACK || eFFECT_TYPE2 == EFFECT_TYPE.WEAK_ELEMENT_SKILL_ATTACK)
            {
                text = ((param.validElementType >= 0) ? (text + param.validElementType.ToString()) : string.Empty);
            }
            if (!string.IsNullOrEmpty(text))
            {
                effectTransform = EffectManager.GetEffect(text, transform);
            }
            result = true;
        }
        if (param.playSign && param.targetPoint.param.isShowRange)
        {
            EFFECT_TYPE eFFECT_TYPE3 = EFFECT_TYPE.NONE;
            switch (param.weakState)
            {
            case Enemy.WEAK_STATE.WEAK:
                eFFECT_TYPE3 = EFFECT_TYPE.WEAK_SIGN;
                break;

            case Enemy.WEAK_STATE.DOWN:
                eFFECT_TYPE3 = EFFECT_TYPE.DOWN_SIGN;
                break;

            case Enemy.WEAK_STATE.WEAK_SP_ATTACK:
            case Enemy.WEAK_STATE.WEAK_SP_DOWN_MAX:
                eFFECT_TYPE3 = (EFFECT_TYPE)(12 + param.weakSubParam - 1);
                break;
            }
            if (eFFECT_TYPE3 != EFFECT_TYPE.NONE)
            {
                string text2 = MonoBehaviourSingleton <InGameSettingsManager> .I.targetMarkerSettings.effectNames[(int)eFFECT_TYPE3];
                if (!string.IsNullOrEmpty(text2))
                {
                    Transform effect = EffectManager.GetEffect(text2, transform);
                    if (effect != null)
                    {
                        effect.Set(param.targetPoint.param.markerPos, param.targetPoint.param.markerRot);
                    }
                    result = true;
                }
            }
        }
        if (flag && param.targetPoint.param.isShowRange)
        {
            if (!param.isMultiLockMax && multiLockTransform == null)
            {
                string text3 = MonoBehaviourSingleton <InGameSettingsManager> .I.targetMarkerSettings.effectNames[24];
                if (!text3.IsNullOrWhiteSpace())
                {
                    multiLockTransform = EffectManager.GetEffect(text3, transform);
                    multiLock          = multiLockTransform.GetComponentInChildren <MultiLockMarker>();
                    if (multiLock != null)
                    {
                        multiLock.Init();
                    }
                    result = true;
                }
            }
        }
        else
        {
            if (multiLockTransform != null)
            {
                EffectManager.ReleaseEffect(multiLockTransform.get_gameObject(), true, false);
            }
            multiLockTransform = null;
            multiLock          = null;
        }
        effectType = eFFECT_TYPE;
        point      = param.targetPoint;
        if (effectTransform != null)
        {
            effectTransform.Set(point.param.markerPos, point.param.markerRot);
            effectTransform.set_localScale(Vector3.get_one() * param.markerScale);
        }
        if (multiLockTransform != null)
        {
            multiLockTransform.Set(point.param.markerPos, point.param.markerRot);
            multiLockTransform.set_localScale(Vector3.get_one() * param.markerScale);
        }
        return(result);
    }
Example #17
0
 //--------------------------------------------------------------------------
 //      エフェクトタイプセット関数
 //      (0-NONE 1-TAP 2-HOLD)
 //--------------------------------------------------------------------------
 public void SetEffectType(EFFECT_TYPE type)
 {
     Effecttype = type;
 }
Example #18
0
 public PlayInfo(EFFECT_TYPE et, float d, float pr)
 {
     effectType = et;
     delay      = d;
     pitchRatio = pr;
 }
Example #19
0
    //'delay' 초 후에 효과음을 재생한다
    public void Play(EFFECT_TYPE effectType, float delay, float pitchRatio = 1.0f)
    {
        PlayInfo playInfo = new PlayInfo(effectType, delay, pitchRatio);

        StartCoroutine("PlayAfter", playInfo);
    }
Example #20
0
 //효과음을 재생한다
 public void Play(EFFECT_TYPE effectType)
 {
     effectPlayer.PlayOneShot(effectClips[effectType.ToString()]);
 }