Example #1
0
    public void EmitEffectFont(GameObject thisGameObject, GameData.BattleGameData.AttackedState currentAttackState, int currentEffectFontDamage)
    {
        EmitEffectFontData emitEffectFontData = new EmitEffectFontData();

        emitEffectFontData._currBeAttackedState     = currentAttackState;
        emitEffectFontData._currentEffectFontDamage = currentEffectFontDamage;
        emitEffectFontData._thisGameObject          = thisGameObject;

        _emitBeAttackedFontDataList.Add(emitEffectFontData);
    }
Example #2
0
    public void EmitEffectFont(GameObject thisGameObject, GameData.BattleGameData.AttackState attackState, string skillName)
    {
        EmitEffectFontData emitEffectFontData = new EmitEffectFontData();

        emitEffectFontData._currAttackState = attackState;
        emitEffectFontData._thisGameObject  = thisGameObject;
        emitEffectFontData.skillName        = skillName;

        _emitAttackFontDataList.Add(emitEffectFontData);
    }
Example #3
0
    private void EmitBeAttackedFontInvoke(EmitEffectFontData effectFontData)
    {
        GameData.BattleGameData.AttackedState currentAttackState = effectFontData._currBeAttackedState;
        GameObject gameObject = effectFontData._thisGameObject;
        int        damage     = effectFontData._currentEffectFontDamage;

        BattleBloodControl bloodControl = Globals.Instance.MGUIManager.GetGUIWindow <GUIBattleMain>().bloodControl;

        if (bloodControl == null)
        {
            Debug.Log("bloodControl is null");
            return;
        }

        // tzz modified for Refactoring
        Vector3 worldPos = gameObject.transform.position;

        worldPos.z += FightCellSlot.EffectDamageBloodOffset;
        Vector3 offset = new Vector3(0f, 20f, 0f);

        switch (currentAttackState)
        {
        case GameData.BattleGameData.AttackedState.DODGE:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.DODGE, damage, "");
            break;

        case GameData.BattleGameData.AttackedState.NORMAL_ATTACKED:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.NUMBER_GRAY, damage, "");
            break;

        case GameData.BattleGameData.AttackedState.NORMAL_CRIT:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.NUMBER_RED, damage, "");
            break;

        case GameData.BattleGameData.AttackedState.SKILL_ATTACKED:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.NUMBER_GRAY, damage, "");
            break;

        case GameData.BattleGameData.AttackedState.SKILL_CRIT:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.NUMBER_RED, damage, "");
            break;

        case GameData.BattleGameData.AttackedState.TREAT_SKILL_ATTACKED:
        case GameData.BattleGameData.AttackedState.REDUCE_DAMAGE_SKILL_ATTACKED:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.NUMBER_GREEN, damage, "");
            break;

        default:
            Debug.LogError("Error AttackedState EmitBeAttackedFontInvoke " + currentAttackState);
            break;
        }
    }
Example #4
0
    private void EmitAttackFontInvoke(EmitEffectFontData effectFontData)
    {
        BattleBloodControl bloodControl = Globals.Instance.MGUIManager.GetGUIWindow <GUIBattleMain>().bloodControl;

        if (bloodControl == null)
        {
            Debug.Log("bloodControl is null");
            return;
        }

        GameData.BattleGameData.AttackState attackState = effectFontData._currAttackState;
        GameObject gameObject = effectFontData._thisGameObject;

        Vector3 worldPos = gameObject.transform.position;

        worldPos.z += FightCellSlot.EffectSkillNameOffset;
        Vector3 offset = new Vector3(0f, 20f, 0f);

        switch (attackState)
        {
        case GameData.BattleGameData.AttackState.NORMAL_ATTACK:
        case GameData.BattleGameData.AttackState.SKILL_ATTACK:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.SKILL, 0, effectFontData.skillName);
            break;

        case GameData.BattleGameData.AttackState.NORMAL_ATTACK_CRIT:
        case GameData.BattleGameData.AttackState.SKILL_ATTACK_CRIT:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.CRIT_SKILL, 0, effectFontData.skillName);
            break;

        case GameData.BattleGameData.AttackState.TREAT_SKILL_ATTACKED:
        case GameData.BattleGameData.AttackState.REDUCE_DAMAGE_SKILL_ATTACKED:
            bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.SKILL, 0, effectFontData.skillName);
            break;

        default:
            Debug.LogError("Error AttackState EmitAttackFontInvoke " + attackState);
            break;
        }
    }
Example #5
0
    void Update()
    {
        if (null != _emitBeAttackedFontDataList && _emitBeAttackedFontDataList.Count > 0)
        {
            _emitEffectFontTime -= Time.deltaTime;
            if (_emitEffectFontTime < 0f)
            {
                EmitEffectFontData emitEffectFontDatat = _emitBeAttackedFontDataList[0];
                this.EmitBeAttackedFontInvoke(emitEffectFontDatat);

                _emitBeAttackedFontDataList.RemoveAt(0);
                _emitEffectFontTime = EMIT_EFFECT_FONT_TIME_CONS;
            }
        }

        if (null != _emitAttackFontDataList && _emitAttackFontDataList.Count > 0)
        {
            EmitEffectFontData emitEffectFontDatat = _emitAttackFontDataList[0];
            this.EmitAttackFontInvoke(emitEffectFontDatat);

            _emitAttackFontDataList.RemoveAt(0);
        }
    }