Example #1
0
        void InitZone()
        {
            Log.Sys("InitZone Properties ");
            allWaves.Clear();

            var ze   = Zones [currentZone].GetComponent <ZoneEntityManager>();
            var prop = ze.properties.transform;

            var ex = Util.FindChildRecursive(Zones [currentZone].transform, "exitZone");

            if (ex != null)
            {
                exitZone = ex.gameObject;
            }

            waveNum = 0;
            MaxWave = 0;
            foreach (Transform t in prop)
            {
                var spawn = t.gameObject.GetComponent <SpawnTrigger>();
                if (spawn != null)
                {
                    allWaves.Add(spawn);
                    if (spawn.waveNum >= MaxWave)
                    {
                        MaxWave = spawn.waveNum + 1;
                    }
                }
            }

            //prop.gameObject.SetActive(true);
            var world = WorldManager.worldManager.GetActive();

            if (world.IsNet)
            {
                //StartCoroutine(CheckNetSpawn());
            }
            else
            {
                ze.EnableProperties();
            }
        }
Example #2
0
        void Awake()
        {
            //var bx = Util.FindChildRecursive(transform, "boxColldier");
            //var bx1 = Util.FindChildRecursive(transform, "boxColldier2");
            //Physics.IgnoreCollision(bx.collider, bx1.collider);

            var tower = Util.FindChildRecursive(transform, "tower");

            tower.gameObject.AddComponent <TowerAutoCheck>();

            attribute = GetComponent <NpcAttribute>();

            ai           = new TankCharacter();
            ai.attribute = attribute;
            ai.AddState(new TankIdle());
            ai.AddState(new TankMoveAndShoot());
            ai.AddState(new TankDead());
            ai.AddState(new TankKnockBack());
            ai.AddState(new HumanStunned());
            ai.AddState(new TankStop());
        }
Example #3
0
        private IEnumerator CountDown()
        {
            while (WorldManager.worldManager.station != WorldManager.WorldStation.Enter)
            {
                yield return(null);
            }

            var uiRoot = WindowMng.windowMng.GetMainUI();

            while (uiRoot == null)
            {
                uiRoot = WindowMng.windowMng.GetMainUI();
                yield return(null);
            }
            var lt = WindowMng.windowMng.AddChild(uiRoot, Resources.Load <GameObject>("UI/LeftTimeUI"));

            ltui = lt.GetComponent <LeftTimeUI>();
            var sui = WindowMng.windowMng.AddChild(uiRoot, Resources.Load <GameObject>("UI/ScoreUI"));

            scoreUI = sui.GetComponent <ScoreUI>();

            var rtp = Util.FindChildRecursive(uiRoot.transform, "RightTop");

            rtp.gameObject.SetActive(false);

            Color32 white = new Color32(255, 255, 255, 255);
            Color32 red   = new Color32(255, 0, 0, 255);

            while (leftTime > 0)
            {
                var color = white;
                if (leftTime <= 60 & leftTime % 2 == 0)
                {
                    color = red;
                }
                ltui.SetLabel("" + Util.ConvertTime(leftTime), color);
                leftTime--;
                yield return(new WaitForSeconds(1));
            }
        }
Example #4
0
        public void StartCutScene()
        {
            var cinema = Util.FindChildRecursive(uiRoot.transform, "cinematicmenu");

            otherDialog = Util.FindChildRecursive(cinema, "OtherDialog").GetComponent <UILabel>();
            myDialog    = Util.FindChildRecursive(cinema, "MyDialog").GetComponent <UILabel>();

            otherDialog.text = "";
            myDialog.text    = "";

            var ani = DialogCutScene.GetComponent <DialogCutScene> ().track;

            //gameObject.AddComponent<Animation> ();
            GetComponent <Animation>().AddClip(ani, "master");
            GetComponent <Animation>().Play("master");

            /*
             * Stop Player Control Move
             */
            player.GetComponent <PlayerAIController> ().enabled = false;
            player.GetComponent <Animation>().CrossFade("idle");
        }
Example #5
0
        private void Awake()
        {
            var tower = Util.FindChildRecursive(transform, "tower");

            tower.gameObject.AddComponent <TowerAutoCheck>();

            attribute = GetComponent <NpcAttribute>();

            ai           = new TankCharacter();
            ai.attribute = attribute;
            ai.AddState(new TankIdle());
            ai.AddState(new TankMoveAndShoot());
            ai.AddState(new TankDead());
            ai.AddState(new TankKnockBack());
            ai.AddState(new HumanStunned());
            ai.AddState(new TankStop());

            run = BackgroundSound.Instance.PlayEffectLoop("run", 0.1f);
            run.Play();
            StartCoroutine(CheckSpeed());
            StartCoroutine(CheckHP());
        }
Example #6
0
        public static void SetText(GameObject g, string name, string text)
        {
            var lab = Util.FindChildRecursive(g.transform, name);

            lab.GetComponent <UILabel> ().text = text;
        }
Example #7
0
        /// <summary>
        ///显示粒子效果的时候出现在特定位置
        /// </summary>
        /// <returns>The particle.</returns>
        IEnumerator ShowParticle()
        {
            var skillConfig = Event.layout.GetComponent <SkillLayoutConfig>();
            var particle    = Event.layout.GetComponent <SkillLayoutConfig>().particle;

            //NGUITools.AddMissingComponent<RemoveSelf> (particle);
            Log.Sys("Init Particle for skill Layout " + particle + " " + skillConfig + " bone name " + skillConfig.boneName);
            if (particle != null)
            {
                if (skillConfig.delayTime > 0)
                {
                    yield return(new WaitForSeconds(skillConfig.delayTime));
                }

                //var g = GameObject.Instantiate(particle) as GameObject;
                var g = ParticlePool.Instance.GetGameObject(particle, ParticlePool.InitParticle);

                /*
                 * var xft = g.GetComponent<XffectComponent>();
                 * if (xft != null)
                 * {
                 *  xft.enabled = false;
                 * }
                 */

                var dm = NGUITools.AddMissingComponent <DumpMono>(g);
                dm.StartCoroutine(ParticlePool.CollectParticle(g, 2));


                if (skillConfig.boneName != "")
                {
                    Log.Sys("add particle to bone " + skillConfig.boneName);
                    //g.transform.parent = transform;
                    var par = Util.FindChildRecursive(stateMachine.attacker.transform, skillConfig.boneName);
                    if (par == null)
                    {
                        par = stateMachine.attacker.transform;
                    }

                    //g.transform.parent =
                    g.transform.localPosition = skillConfig.Position + par.transform.position;
                    g.transform.localRotation = Quaternion.identity;
                    g.transform.localScale    = Vector3.one;
                }
                else
                {
                    Log.Ani("Particle TargetPos " + Event.TargetPos);
                    if (Event.TargetPos)
                    {
                        if (stateMachine.target != null)
                        {
                            stateMachine.MarkPos      = stateMachine.target.transform.position;
                            g.transform.position      = stateMachine.target.transform.position + skillConfig.Position;
                            g.transform.localRotation = Quaternion.identity;
                            g.transform.localScale    = Vector3.one;
                        }
                    }
                    else if (Event.AttachToTarget)
                    {
                        if (stateMachine.target != null)
                        {
                            g.transform.parent        = stateMachine.target.transform;
                            g.transform.localPosition = skillConfig.Position;
                            g.transform.localRotation = Quaternion.identity;
                            g.transform.localScale    = Vector3.one;
                        }
                    }
                    else if (Event.UseMarkPos)
                    {
                        g.transform.position      = stateMachine.MarkPos + skillConfig.Position;
                        g.transform.localRotation = Quaternion.identity;
                        g.transform.localScale    = Vector3.one;
                    }
                    else
                    {
                        g.transform.parent        = transform;
                        g.transform.localPosition = skillConfig.Position;
                        g.transform.localRotation = Quaternion.identity;
                        g.transform.localScale    = Vector3.one;
                    }
                }

                //火焰哨兵的激光直接给目标造成伤害
                if (Event.SetBeamTarget)
                {
                    Log.AI("SetBeamTarget is " + stateMachine.target.transform.position);
                    var bt = Util.FindChildrecursive <BeamTarget>(g.transform);
                    if (bt != null)
                    {
                        bt.transform.position = stateMachine.target.transform.position + Event.BeamOffset;
                    }
                    BeamTargetPos = stateMachine.target.transform.position + Event.BeamOffset;
                }

                /*
                 * if (xft != null)
                 * {
                 *  StartCoroutine(EnableXft(xft));
                 * }
                 */
            }
        }
Example #8
0
 void Awake()
 {
     col = Util.FindChildRecursive(transform, "collision").GetComponent <Collider> ();
 }
Example #9
0
 public override IEnumerator RunLogic()
 {
     activeSkill = GetAttr().GetComponent <SkillInfoComponent>().GetActiveSkill();
     tower       = Util.FindChildRecursive(GetAttr().transform, "tower").transform;
     yield return(GetAttr().StartCoroutine(Shoot()));
 }
Example #10
0
        public static IEnumerator SetBurn(GameObject go)
        {
            var mesh = Util.FindChildRecursive(go.transform, "obj");

            /*
             * var mr = go.GetComponentInChildren<SkinnedMeshRenderer>();
             * if(mr != null) {
             *  mesh = mr.transform;
             * }else {
             *  var m = go.GetComponentInChildren<MeshRenderer>();
             *  if(m != null) {
             *      mesh = m.transform;
             *  }
             * }
             */

            if (mesh == null)
            {
                foreach (Transform t in go.transform)
                {
                    if (t.GetComponent <SkinnedMeshRenderer>() != null)
                    {
                        mesh = t;
                        break;
                    }
                    if (t.GetComponent <MeshRenderer>() != null)
                    {
                        mesh = t;
                        break;
                    }
                }
                if (mesh == null)
                {
                    Debug.Log("Util::SetBurn Not Find Obj or Skinned Mesh");
                }
            }

            Material[] mat = mesh.GetComponent <Renderer>().materials;

            var shaderRes = Resources.Load <ShaderResource>("levelPublic/ShaderResource");

            for (int i = 0; i < mesh.GetComponent <Renderer>().materials.Length; i++)
            {
                mat [i].shader = Shader.Find("Custom/newBurnShader");

                mat [i].SetTexture("_cloud", shaderRes.cloudImg);
                mat [i].SetFloat("_timeLerp", 0);
            }
            //Material mat = mesh.renderer.material;
            //mat.SetFloat("_timeLerp", 0);
            float passTime = 0;

            while (passTime < 1)
            {
                for (int i = 0; i < mat.Length; i++)
                {
                    mat [i].SetFloat("_timeLerp", passTime);
                    passTime += Time.deltaTime;
                }
                yield return(null);
            }
        }
Example #11
0
        /*
         *客户端表现粒子和服务器计算伤害的数值分离开来
         */

        private void HitSomething(Collider other)
        {
            Log.AI("Bullet collider enemy " + other.name + " " + other.tag);
            var otherAttr = NetworkUtil.GetAttr(other.gameObject);

            if (otherAttr != null && otherAttr.gameObject == attacker)
            {
                return;
            }

            if (SkillLogic.IsEnemyForBullet(attacker, other.gameObject))
            {
                var oattr = NetworkUtil.GetAttr(other.gameObject);
                if (oattr != null)
                {
                    var buff   = oattr.GetComponent <BuffComponent>();
                    var fanTan = buff.CheckHasSuchBuff(Affix.EffectType.FanTanBullet);
                    Log.Sys("CheckHasSuchBuff: " + fanTan);
                    if (fanTan && fanTanNum == 0)
                    {
                        fanTanNum++;
                        var dirY = transform.localRotation.eulerAngles.y;
                        transform.localRotation           = Quaternion.Euler(new Vector3(0, dirY + 180, 0));
                        this.runner.stateMachine.attacker = oattr.gameObject;
                        var l2 = Util.FindChildRecursive(this.transform, "blue");
                        if (l2 != null)
                        {
                            l2.gameObject.SetActive(false);
                            var l3 = Util.FindChildRecursive(this.transform, "red");
                            l3.gameObject.SetActive(true);
                        }
                        return;
                    }
                }

                //攻击多个目标只释放一次 DieParticle
                CreateHitParticle();
                //计算随机的弹射 反射方向
                if (LeftRicochets > 0)
                {
                    Log.AI("Generate new bullet " + LeftRicochets);
                    LeftRicochets--;
                    initPos = transform.position;
                    //子弹应该冲入怪物群中
                    transform.localRotation =
                        Quaternion.Euler(new Vector3(0,
                                                     transform.localRotation.eulerAngles.y +
                                                     Random.Range(-missileData.RandomAngle, missileData.RandomAngle), 0));
                }
                else
                {
                    //地震是穿透的因此只会等待粒子自然死亡
                    //非穿透性子弹
                    if (!missileData.piercing)
                    {
                        GameObject.Destroy(gameObject);
                    }
                }

                //伤害多个目标
                if (missileData.IsAOE)
                {
                    AOEDamage();
                }
                else
                {
                    DoDamage(other);
                }

                //非穿透性子弹
                if (!missileData.piercing)
                {
                    var evt = new MyEvent(MyEvent.EventType.EventMissileDie);
                    evt.missile = transform;
                    MyEventSystem.myEventSystem.PushLocalEvent(
                        attacker.GetComponent <KBEngine.KBNetworkView>().GetLocalId(), evt);
                }
                //TODO::撞击其它玩家如何处理
            }
            else
            {
//装到墙体 或者建筑物 等对象身上 则 反射  Not used
                Log.AI("Bullet colldier with Wall " + other.name);
                CreateHitParticle();


                if (LeftRicochets > 0)
                {
                    Log.AI("Generate new bullet " + LeftRicochets);
                    LeftRicochets--;
                    initPos = transform.position;
                    transform.localRotation =
                        Quaternion.Euler(new Vector3(0,
                                                     transform.localRotation.eulerAngles.y + 180 +
                                                     Random.Range(-missileData.RandomAngle, missileData.RandomAngle), 0));
                    //sleepTime = IgnoreTime;
                }
                else
                {
                    if (!missileData.piercing)
                    {
                        GameObject.Destroy(gameObject);
                    }
                }
                if (!missileData.piercing)
                {
                    var evt = new MyEvent(MyEvent.EventType.EventMissileDie);
                    evt.missile = transform;
                    if (attacker != null)
                    {
                        MyEventSystem.myEventSystem.PushLocalEvent(
                            attacker.GetComponent <KBEngine.KBNetworkView>().GetLocalId(), evt);
                    }
                }
            }
        }
Example #12
0
        //角色装备变更 同时修正FakeObject的装备,FakeObject是背包UI界面上3d模型
        void WieldEquip(EquipData ed)
        {
            if (ed == null || ed.itemData == null)
            {
                return;
            }
            Log.Sys("Wield Equip is " + ed.itemData.ItemName);

            if (!IsFakeObject)
            {
                FakeWieldEquip(ed);
            }
            var defeq = attribute.ObjUnitData.GetDefaultWardrobe();

            if (string.IsNullOrEmpty(defeq))
            {
                return;
            }

            partToData [ed.itemData.equipPosition] = ed;
            switch (ed.itemData.equipPosition)
            {
            case ItemData.EquipPosition.WEAPON:
                if (Weapon != null)
                {
                    UnwieldEquip(ItemData.EquipPosition.WEAPON);
                }

                WeaponData = ed;
                //是否有刀鞘
                if (WeaponData.itemData.HasScabbard)
                {
                    var fullWeapon = Resources.Load <GameObject>(WeaponData.itemData.ModelName);
                    Log.Sys("NpcEquipment::WieldEquip " + fullWeapon);
                    Weapon   = Instantiate(Util.FindChildRecursive(fullWeapon.transform, "weapon1").gameObject) as GameObject;
                    Scabbard = Instantiate(Util.FindChildRecursive(fullWeapon.transform, "weapon2").gameObject) as GameObject;
                    var Point3 = Util.FindChildRecursive(fullWeapon.transform, "Point3");

                    if (back != null)
                    {
                        Scabbard.transform.parent        = back;
                        Scabbard.transform.localPosition = Vector3.zero;
                        Scabbard.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));
                        foreach (Transform c in Scabbard.transform)
                        {
                            if (c.GetComponent <Renderer>() != null)
                            {
                                GetComponent <ShadowComponent>().SetShadowPlane(c.gameObject);
                            }
                        }
                    }

                    //PeaceMode Level
                    if (WorldManager.worldManager.IsPeaceLevel())
                    {
                        Weapon.transform.parent = back;
                        var mat = Matrix4x4.TRS(Point3.localPosition, Point3.localRotation, Point3.localScale);
                        var inv = mat.inverse;
                        Weapon.transform.localPosition = inv.GetColumn(3);
                        Weapon.transform.localRotation = Quaternion.LookRotation(inv.GetColumn(2), inv.GetColumn(1));
                        Weapon.transform.localScale    = Vector3.one;

                        foreach (Transform c in Weapon.transform)
                        {
                            if (c.GetComponent <Renderer>() != null)
                            {
                                GetComponent <ShadowComponent>().SetShadowPlane(c.gameObject);
                            }
                        }
                    }
                    else
                    {
                        //UI上对象 武器在手中
                        if (rightHand != null)
                        {
                            Weapon.transform.parent        = rightHand;
                            Weapon.transform.localPosition = Vector3.zero;
                            Weapon.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));
                            foreach (Transform c in Weapon.transform)
                            {
                                if (c.GetComponent <Renderer>() != null)
                                {
                                    GetComponent <ShadowComponent>().SetShadowPlane(c.gameObject);
                                }
                            }
                        }
                    }
                }
                else
                {
                    Weapon = Instantiate(Resources.Load <GameObject>(WeaponData.itemData.ModelName)) as GameObject;
                    Log.Sys("NpcEquipment::WieldEquip No Scab  " + Weapon);
                    if (WorldManager.worldManager.IsPeaceLevel())
                    {
                        if (back != null)
                        {
                            var Point3 = Util.FindChildRecursive(Weapon.transform, "Point3");
                            Log.Sys("Wield Weapon in Back " + Point3);
                            var mat = Matrix4x4.TRS(Point3.localPosition, Point3.localRotation, Point3.localScale);
                            var inv = mat.inverse;

                            Weapon.transform.parent        = back;
                            Weapon.transform.localPosition = inv.GetColumn(3);
                            Weapon.transform.localRotation = Quaternion.LookRotation(inv.GetColumn(2), inv.GetColumn(1));
                            Weapon.transform.localScale    = Vector3.one;

                            Log.Sys("Set Weapon Transform " + inv.GetColumn(3));
                            if (Weapon.GetComponent <Renderer>() != null)
                            {
                                GetComponent <ShadowComponent>().SetShadowPlane(Weapon);
                            }

                            foreach (Transform c in Weapon.transform)
                            {
                                if (c.GetComponent <Renderer>() != null)
                                {
                                    GetComponent <ShadowComponent>().SetShadowPlane(c.gameObject);
                                }
                            }
                        }
                        else
                        {
                            Debug.Log("NpcEquipment:: Not Find Back For equip ");
                        }
                    }
                    else
                    {
                        Log.Sys("Wield Weapon On RightHand");
                        if (rightHand != null)
                        {
                            Weapon.transform.parent        = rightHand;
                            Weapon.transform.localPosition = Vector3.zero;
                            Weapon.transform.localRotation = Quaternion.identity;
                            Weapon.transform.localScale    = Vector3.one;
                            //3dsmax
                            if (Weapon.GetComponent <Renderer>() != null)
                            {
                                GetComponent <ShadowComponent>().SetShadowPlane(Weapon);
                            }

                            foreach (Transform c in Weapon.transform)
                            {
                                if (c.GetComponent <Renderer>() != null)
                                {
                                    GetComponent <ShadowComponent>().SetShadowPlane(c.gameObject);
                                }
                            }
                        }
                        else
                        {
                            Debug.LogError("NpcEquipment:: Not Found RightHand");
                        }
                    }
                }

                break;


            case ItemData.EquipPosition.BODY:
                SetArmor(ed, out Chest);
                ChestData = ed;
                defaultChest.SetActive(false);
                break;

            case ItemData.EquipPosition.GLOVES:
                SetArmor(ed, out Gloves);
                GlovesData = ed;
                defaultGloves.SetActive(false);
                break;

            case ItemData.EquipPosition.SHOES:
                SetArmor(ed, out Shoes);
                ShoesData = ed;
                defaultBoots.SetActive(false);
                break;

            case ItemData.EquipPosition.HEAD:
                Log.Trivial(Log.Category.System, "Wear Head");

                SetArmor(ed, out Head);
                headData = ed;
                defaultHead.SetActive(false);
                break;

            case ItemData.EquipPosition.TROUSERS:
                SetArmor(ed, out Trousers);
                TrousersData = ed;
                defaultTrousers.SetActive(false);
                break;

            default:
                Debug.LogError("WieldEquip Not Exists " + ed.itemData.equipPosition);
                break;
            }

            SetFakeObjLayer();
        }