Example #1
0
    /// <summary>
    /// 从对象池中取出技能预警投射器的对象 by吴江
    /// </summary>
    /// <param name="_pos"></param>
    /// <param name="_rot"></param>
    /// <returns></returns>
    public AbilityShadowEffecter SpawnAbilityShadowEffecter(Vector3 _pos, float _rotY, float _wid, float _length, AlertAreaType _type, Color _color, float _duration)
    {
        AbilityShadowEffecter abilityShadowEffecter = AbilityShadowEffectorPool.Request(_pos);

        abilityShadowEffecter.OnSpawned(_type, _color, _rotY, _wid, _length, _duration);
        return(abilityShadowEffecter);
    }
Example #2
0
    /// <summary>
    /// 从对象池中取出漂浮文字对象 by吴江
    /// </summary>
    /// <param name="_pos"></param>
    /// <param name="_rot"></param>
    /// <returns></returns>
    public StateTexter SpawnStateTexter(AbilityResultInfo _info)
    {
        //if (!SystemSettingMng.ShowStateTexts) return null;
        StateTexter stateTexter = stateTexterPool.Request();

        stateTexter.OnSpawned(_info);
        return(stateTexter);
    }
Example #3
0
    /// <summary>
    /// 从对象池中取出特效对象  因为没有进行预加载,因此只能采用异步回调的方式 by吴江
    /// </summary>
    /// <param name="_pos"></param>
    /// <param name="_rot"></param>
    /// <returns></returns>
    public void SpawnEffecter(string _effectName, float _duration, System.Action <PoolEffecter> _callback, bool _matchingSpeed)
    {
        PoolEffecter defEffecter            = null;
        exComponentPool <PoolEffecter> pool = null;

        if (defEffectPoolDictionary.TryGetValue(_effectName, out pool))
        {
            //如果缓存中已经有这个对象池,那么直接回调结束 by吴江
            defEffecter = pool.Request();
            if (_callback != null)
            {
                _callback(defEffecter);
            }
            defEffecter.OnSpawned(_duration, _matchingSpeed);
        }
        else
        {
            //如果缓存中尚无这个对象池;那么看看请求队列中是否已经有,如果尚无请求,则新建请求。 如有请求,则把回调压入之前的请求中。 by吴江
            CallKey callKey = new CallKey(_effectName, _duration, _callback);
            if (!waitCallBack.ContainsKey(_effectName))
            {
                List <CallKey> list = new List <CallKey>();
                list.Add(callKey);
                waitCallBack[_effectName] = list;

                BuildDefEffecterPool(_effectName, (x) =>
                {
                    if (x != null)
                    {
                        pool = x;
                        defEffectPoolDictionary.Add(_effectName, pool);
                        if (waitCallBack.ContainsKey(_effectName))
                        {
                            int count = waitCallBack[_effectName].Count;
                            for (int i = 0; i < count; i++)
                            {
                                defEffecter = pool.Request();
                                if (waitCallBack[_effectName][i].callBack != null)
                                {
                                    waitCallBack[_effectName][i].callBack(defEffecter);
                                }
                                defEffecter.OnSpawned(_duration, _matchingSpeed);
                            }
                            waitCallBack.Remove(_effectName);
                        }
                    }
                });
            }
            else
            {
                waitCallBack[_effectName].Add(callKey);
            }
        }
    }
Example #4
0
    /// <summary>
    /// 从对象池中取出弹道的对象 by吴江
    /// </summary>
    /// <param name="_pos"></param>
    /// <param name="_rot"></param>
    /// <returns></returns>
    public AbilityBallisticCurve SpawnAbilityBallisticCurve(AbilityBallisticCurveInfo _info)
    {
        AbilityBallisticCurve abilityBallisticCurve = abilityBallisticCurvePool.Request(_info.StartPos, Quaternion.Euler(_info.Direction));

        abilityBallisticCurve.OnSpawned(_info);
        return(abilityBallisticCurve);
    }
Example #5
0
    /// <summary>
    /// 从对象池中取出点击地面特效的对象 by吴江
    /// </summary>
    /// <param name="_pos"></param>
    /// <param name="_rot"></param>
    /// <returns></returns>
    public Indicator SpawnIndicator(Vector3 _pos, Quaternion _rot)
    {
        Indicator indicator = indicatorPool.Request(_pos, _rot);

        if (indicator != null)
        {
            indicator.OnSpawned();
        }
        return(indicator);
    }
Example #6
0
    /// <summary>
    /// 从对象池中取出 阴影投射器的对象 by吴江
    /// </summary>
    /// <param name="_pos"></param>
    /// <param name="_rot"></param>
    /// <returns></returns>
    public ShadowEffecter SpawnShadowEffecter(Vector3 _pos, Quaternion _rot, Transform _parent)
    {
        ShadowEffecter shadowEffecter = shadowEffectorPool.Request(_pos, _rot, _parent);

        if (_parent != null)
        {
            shadowEffecter.gameObject.layer = _parent.gameObject.layer;
        }
        shadowEffecter.OnSpawned();
        return(shadowEffecter);
    }
Example #7
0
    /// <summary>
    /// 从对象池中取出脚下光圈的对象 by吴江
    /// </summary>
    /// <param name="_pos"></param>
    /// <param name="_rot"></param>
    /// <returns></returns>
    public RingEffecter SpawnRingEffecter(Vector3 _pos, Quaternion _rot, Transform _parent, Color _color)
    {
        RingEffecter ringEffecter = ringEffecterPool.Request(_pos, _rot, _parent);

        if (ringEffecter != null)
        {
            if (_parent != null)
            {
                ringEffecter.gameObject.layer = _parent.gameObject.layer;
            }
            ringEffecter.OnSpawned(_color);
        }
        return(ringEffecter);
    }
Example #8
0
    /// <summary>
    /// 从对象池中取出技能延迟特效的对象 by吴江
    /// </summary>
    /// <param name="_pos"></param>
    /// <param name="_rot"></param>
    /// <returns></returns>
    public AbilityDelayEffectCtrl SpawnAbilityDelayEffectCtrl(AbilityDelayEffectRefData _delayData, Transform _userTransform)
    {
        if (_delayData == null || _userTransform == null)
        {
            if (_delayData == null)
            {
                Debug.LogError("技能延迟特效信息为空!");
            }
            return(null);
        }

        float eulerAngleY = _userTransform.localEulerAngles.y;
        float x           = Mathf.Sin(eulerAngleY * Mathf.Deg2Rad) * _delayData.diffPos.z + Mathf.Cos(eulerAngleY * Mathf.Deg2Rad) * _delayData.diffPos.x;
        float z           = Mathf.Cos(eulerAngleY * Mathf.Deg2Rad) * _delayData.diffPos.z + Mathf.Sin(eulerAngleY * Mathf.Deg2Rad) * _delayData.diffPos.x;
        // Debug.logger.Log("eulerAngleY = " + eulerAngleY + " , Mathf.Sin(eulerAngleY * Mathf.Deg2Rad) = " + Mathf.Sin(eulerAngleY * Mathf.Deg2Rad) + " , Mathf.Cos(eulerAngleY * Mathf.Deg2Rad) = " + Mathf.Cos(eulerAngleY * Mathf.Deg2Rad));
        Vector3 diffPos = new Vector3(x, _delayData.diffPos.y, z);
        Vector3 pos     = diffPos + _userTransform.position;
        // Debug.logger.Log("玩家坐标" + _userTransform.position + " , 差异坐标" + diffPos + " , 最终坐标" + pos);
        AbilityDelayEffectCtrl abilityDelayEffectCtrl = abilityDelayEffectCtrlPool.Request(pos, _userTransform.rotation);

        abilityDelayEffectCtrl.OnSpawned(_delayData.effectName, _delayData.startTIme, _delayData.duration, pos);
        return(abilityDelayEffectCtrl);
    }