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); }
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; } }
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; }
//-------------------------------------------------------------------------- // 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 }
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()); }
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; }
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; }
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); }
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; }
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); }
//-------------------------------------------------------------------------- // 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; }
public PlayInfo(EFFECT_TYPE et, float d, float pr) { effectType = et; delay = d; pitchRatio = pr; }
//'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); }
//효과음을 재생한다 public void Play(EFFECT_TYPE effectType) { effectPlayer.PlayOneShot(effectClips[effectType.ToString()]); }