public void ShowDefence(bool isEnemy, ShipAttackTypes attackType, [Optional, DefaultParameterValue(0)] ShipHelpDefencePosition position)
 {
     this.attackType = attackType;
     base.Invoke("ActiveDefeceObj", this.showAttackTypeWaitTime[((int) attackType) - 1]);
     if (!this.isSelfDef)
     {
         this.defObj.transform.localPosition = this.helpDefencePositons[(int) position].localPosition;
     }
     if (isEnemy)
     {
         this.animSprite.FlipX = true;
         Vector3 localPosition = this.defObj.transform.localPosition;
         localPosition.x *= -1f;
         this.defObj.transform.localPosition = localPosition;
     }
 }
Example #2
0
 public static string getShipAttackTypeString(ShipAttackTypes warType)
 {
     switch (warType)
      {
          case ShipAttackTypes.Gun:
              return "炮击";
          case ShipAttackTypes.AirGun:
              return "航弹";
          case ShipAttackTypes.AirTorpedo:
              return "航空鱼雷";
          case ShipAttackTypes.Torpedo:
              return "鱼雷";
          case ShipAttackTypes.AntiSubmarine:
              return "反潜";
          default:
          case ShipAttackTypes.None:
              return "无";
      }
 }
 public void ShowDefenceSelf(ShipAttackTypes types)
 {
     GameObjectUtil.InstantiateItemAsChildOf(this.selfDefeceFXPrefab, base.gameObject).GetComponent<ShowShipDefence>().ShowDefence(this.isEnemy, types, ShipHelpDefencePosition.Up);
 }
 public void ShowDefenceAsHelper(ShipAttackTypes types, DamageParam dp)
 {
     GameObject obj2 = GameObjectUtil.InstantiateItemAsChildOf(this.helpDefeceFXPrefab, base.gameObject);
     ShipHelpDefencePosition up = ShipHelpDefencePosition.Up;
     if (dp.extraDefHelper < dp.index)
     {
         up = ShipHelpDefencePosition.Down;
     }
     obj2.GetComponent<ShowShipDefence>().ShowDefence(this.isEnemy, types, up);
 }
 public void ShowBeAttackedAsHelper(DamageParam hurtAmount, ShipAttackTypes attackedType)
 {
     this.ShowBeAttacked(hurtAmount, attackedType);
 }
 public void ShowBeAttacked(DamageParam damage, ShipAttackTypes attackedType)
 {
     this.ShowHurtInfo(damage);
     if ((attackedType != ShipAttackTypes.AntiSubmarine) && (damage.amount != 0))
     {
         if ((attackedType == ShipAttackTypes.AirTorpedo) || (attackedType == ShipAttackTypes.Torpedo))
         {
             this.ShowTorpedoExplode();
         }
         else if (damage.isCritical == 0)
         {
             this.ShowNormalSmallExplode();
         }
         else
         {
             this.ShowNormalBombExplode();
         }
     }
     this.SetAttackColor(true);
     if (attackedType == ShipAttackTypes.Gun)
     {
         this.ShowBeGunAttackedShack();
     }
     else
     {
         this.ShowBeBombAttackedShake();
     }
 }