Example #1
0
    public EFirePos buffEffPos = EFirePos.Top;//buff特效 显示位置

    public void paresData(string datastr)
    {
        string[] propArray = datastr.Split(',');

        buffid = int.Parse(propArray[0]);
        buffname = propArray[1];

        buffdesc = propArray[2];
        bufftype = (EBuffType)int.Parse(propArray[3]);

        string[] buffdata = propArray[4].Split(';');
        string[] tempdata;
        for (int i = 0; i < buffdata.Length; i++)
        {
            tempdata = buffdata[i].Split('|');
            if (tempdata.Length > 1)
            {
                effectBaseAttr.Add((EBaseAttr)int.Parse(tempdata[0]), float.Parse(tempdata[1])/100f);
            }
        }

        buffdata = propArray[5].Split(';');

        for (int i = 0; i < buffdata.Length; i++)
        {

            tempdata = buffdata[i].Split('|');
            if (tempdata.Length > 1)
            {
                effectSubAttr.Add((ESubAttr)int.Parse(tempdata[0]), float.Parse(tempdata[1]) / 100f);
            }

        }
        specialtype = (EBuffSpecialType)int.Parse(propArray[6]);
        duration = int.Parse(propArray[7]);
        buffEffPos = (EFirePos)int.Parse(propArray[8]);
        effurl = propArray[9];

    }
Example #2
0
	// Update is called once per frame
	void Update () {

        if (Input.GetKeyDown(KeyCode.Return))
        {
            if (SkillConfiguration.skillsDic.TryGetValue(int.Parse(skillIDText.value),out skilldata))
            {
                skillNameText.value = skilldata.skillName;
                skilltype = skilldata.skilltype;
              //  beatonBackOrFly = skilldata.eBeatonbackFly;
                animatorClip = skilldata.animatorClip;
                skillAttackEffectTimeTxt.value = skilldata.fireTime.ToString();
                moveEffStartTimeInput.value = skilldata.moveBeginTime.ToString();
                harmDisTxt.value = skilldata.harmDist.ToString();
              //  beatonTimeInput.value = skilldata.beatonTime.ToString();
                skillMinDistTxt.value = skilldata.minAttackDist.ToString();

                animatorClip = skilldata.animatorClip;
                fireEffPos = skilldata.fireEffPos;

                isUseMoveEffTgle.value = skilldata.isUseMoveEff;
                isSingleMoveEffTgle.value = skilldata.isSingleMove;

                isNeedAppointTgle.value = skilldata.isNeedAppoint;
                isAttackAllTgle.value = skilldata.isQunGong;

                isShakeCameraTgle.value = skilldata.isShakeCamera;
                shakeTimeInput.value = skilldata.shakeTime.ToString();

                beatonPanelMg.initView(skilldata.beatonDatas);
              //  animatorBeatonClip = skilldata.animatorBeatonClip;

                if (!string.IsNullOrEmpty(skilldata.fireEffUrl))
                {
                    string asseturl = UrlManager.GetEffectUrl(skilldata.fireEffUrl, EEffectType.Attack);
                    attackEffPrefab = AssetDatabase.LoadAssetAtPath(asseturl, typeof(GameObject)) as GameObject;

                }
                else
                    attackEffPrefab = null;
                if (!string.IsNullOrEmpty(skilldata.moveEffUrl))
                {
                    string asseturl = UrlManager.GetEffectUrl(skilldata.moveEffUrl, EEffectType.Move);
                    moveEffPrefab = AssetDatabase.LoadAssetAtPath(asseturl, typeof(GameObject)) as GameObject;
                }
                else
                    moveEffPrefab = null;
                if (!string.IsNullOrEmpty(skilldata.explodeEffUrl))
                {
                    string asseturl = UrlManager.GetEffectUrl(skilldata.explodeEffUrl, EEffectType.Explode);
                    explodeEffPrefab = AssetDatabase.LoadAssetAtPath(asseturl, typeof(GameObject)) as GameObject;
                }
                else
                    explodeEffPrefab = null;
                //if (!string.IsNullOrEmpty(skilldata.beatonEffUrl))
                //{
                //    string asseturl = UrlManager.GetEffectUrl(skilldata.beatonEffUrl, EEffectType.Beaton);
                //    beatonEffPrefab = Resources.LoadAssetAtPath(asseturl, typeof(GameObject)) as GameObject;
                //}
                //else
                //    beatonEffPrefab = null;
            }
            else
            {
                setSkilldata();
            }
        }
        skillTypeTxt.text = "技能类型:" + DefaultSkillParam.skill_type[(int)skilltype];
        //skillDistTypeTxt.text = "攻击距离:" + near_fartype[(int)near_farAtk];

        skillAttackActionTxt.text = "施放动作:" + DefaultSkillParam.ActionName[animatorClip];
        if (attackEffPrefab != null)
            skillAttackEffectTxt.text = "施放特效:" + attackEffPrefab.name;
        else
            skillAttackEffectTxt.text = "施放特效:无";

        skillAttackEffectPosTxt.text = "施放位置:" + DefaultSkillParam.relatePos[(int)fireEffPos];

        if (moveEffPrefab != null)
            moveEffUrlTxt.text = "移动特效:" + moveEffPrefab.name;
        else
            moveEffUrlTxt.text = "移动特效:无";

        if (explodeEffPrefab != null)
            explodeEffUrlTxt.text = "爆炸特效:" + explodeEffPrefab.name;
        else
            explodeEffUrlTxt.text = "移动特效:无";
        
	}