Example #1
0
        public void SetSpecialBuffAction(eSpecialBuffState currentBuffState, eSpecialBuffState previousBuffState)
        {
            m_buffActionState = currentBuffState;
            if (currentBuffState != previousBuffState)
            {
                EB.Debug.Log("set buffState:{0} cbt:{1}", currentBuffState, Combatant.Data);
                SkinnedMeshRenderer[] skins = Combatant.GetComponentsInChildren <SkinnedMeshRenderer>();

                for (int i = 0; i < skins.Length; i++)
                {
                    SkinnedMeshRenderer skin = skins[i];
                    skin.material.SetColor("_FinalColor", new Color(1.0f, 1.0f, 1.0f, 0.0f));
                    skin.material.SetFloat("_ContrastIntansity", 1);
                    skin.material.SetFloat("_Brightness", 0);
                    skin.material.SetFloat("_GrayScale", 0);
                }
                Combatant.RestoreMaterialShader();

                Combatant.PauseAnimation(-1.0f);
            }

            if (currentBuffState == eSpecialBuffState.Frozen)
            {
                SkinnedMeshRenderer[] skins = Combatant.GetComponentsInChildren <SkinnedMeshRenderer>();

                for (int i = 0; i < skins.Length; i++)
                {
                    SkinnedMeshRenderer skin = skins[i];
                    skin.material.SetColor("_FinalColor", new Color(1.0f, 0.965f, 0.0f, 0.408f));
                    skin.material.SetFloat("_ContrastIntansity", 1);
                    skin.material.SetFloat("_Brightness", 0);
                    skin.material.SetFloat("_GrayScale", 0);
                }

                //mFreezeTime = Combatant.MoveController.GetMove(MoveName, UseDefaultMove).AdjustedLength;
                Combatant.PauseAnimation(0.0f);
            }
            else if (currentBuffState == eSpecialBuffState.Stone)
            {
                Combatant.ReplaceAsStoneMaterialShader();
                Combatant.PauseAnimation(0.0f);
            }
        }
Example #2
0
        public void StopSpecialBuffAction()
        {
            if (m_buffActionState == eSpecialBuffState.None)
            {
                return;
            }

            m_buffActionState = eSpecialBuffState.None;
            SkinnedMeshRenderer[] skins = Combatant.GetComponentsInChildren <SkinnedMeshRenderer>();
            for (int i = 0; i < skins.Length; i++)
            {
                SkinnedMeshRenderer skin = skins[i];
                skin.material.SetColor("_FinalColor", new Color(1.0f, 1.0f, 1.0f, 0.0f));
                skin.material.SetFloat("_ContrastIntansity", 1);
                skin.material.SetFloat("_Brightness", 0);
                skin.material.SetFloat("_GrayScale", 0);
            }
            Combatant.RestoreMaterialShader();

            Combatant.PauseAnimation(-1.0f);
        }