public void PlayEffect(HitEffectType hitEffectType, MatType matType, Vector3 worldPos) { try { string key = hitEffectType.ToString() + "_" + matType.ToString(); string AudioID = AudioIDDic[key.ToLower()]; AudioAttackName audioAttackName = AudioNameDic[AudioID]; string AudioKey = ""; int temp = UnityEngine.Random.Range(0, 3); switch (temp) { case 0: AudioKey = audioAttackName.AudioName1; break; case 1: AudioKey = audioAttackName.AudioName2; break; case 2: AudioKey = audioAttackName.AudioName3; break; } PlayEffect(AudioKey, worldPos); } catch (Exception e) { Console.WriteLine(e); } finally { } }
public override string ToString() { string mate = Type.ToString(); mate = Char.ToUpper(mate[0]) + mate.Substring(1).ToLower().Replace("_", " "); return("GSA Material " + mate); }
private string GetEffectId(WalkType walkType, MatType groundMatType) { string key = walkType.ToString() + "_" + groundMatType.ToString(); RoleInteraction roleInteraction; if (roleInteractionDic.TryGetValue(key, out roleInteraction)) { Debug.Log("roleInteraction.EffectsKey为" + roleInteraction.hurtEffect); return(roleInteraction.hurtEffect); } return(null); }
public HitAndMatData GetHitAndMatData(HitEffectType hitEffectType, MatType matType) { string key = hitEffectType.ToString().ToLower() + "_" + matType.ToString().ToLower(); return(GetHitAndMatData(key)); }