public void OnDown(CmdFspSendSkill cmd) { if (m_casterObject == null || m_casterObject.GetEnt() == null) { return; } m_casterObject.StartRotate(cmd.m_dir.ToVector3(), 0.11f); BattleEntity ent = m_casterObject.GetEnt() as BattleEntity; int animaId = m_casterData.animaName; if (m_casterObject.m_state == CmdFspEnum.eFspMove || m_casterObject.m_state == CmdFspEnum.eFspAutoMove) { // 施法方向和移动方向一致时 float dot = Vector2.Dot(cmd.m_dir.ToVector2(), m_casterObject.m_moveInfo.m_dir.ToVector2()); if (dot > 0) { animaId = m_casterData.forwardAnimaId; } else { animaId = m_casterData.backAnimaId; } } ent.PlayAnima(animaId); // 表现层,玩家不发生移动转向,而是直接设置方向 m_casterObject.m_bRotate = false; }
public override void Start() { BattleEntity ent = m_casterObject.GetEnt() as BattleEntity; int animaId = m_casterData.animaName; if (m_casterObject.m_bMaster) { animaId += ent.m_commonAtkIndex; } ent.PlayAnima(animaId, () => { m_casterObject.ResetState(); }); TimeMgr.Inst.RegisterEvent(m_casterData.startTime * 0.001f, () => { int effectId = m_casterData.effectId; effectId += ent.m_commonAtkIndex; //Debug.Log("effectId:" + effectId); m_curCasterEffectHid = CEffectMgr.Create(effectId, ent, m_casterData.bindPoint); if (m_casterObject.m_bMaster) { ent.m_commonAtkIndex++; if (ent.m_commonAtkIndex >= 3) { ent.m_commonAtkIndex = 0; } } }); }
private void PlayMove() { //Debug.Log("play move"); if (m_ent == null) { return; } BattleEntity bEnt = (BattleEntity)m_ent; if (m_cmdUpdateEquip == null) { bEnt.PlayAnima(SMtCreatureAnima.ANIMA_WAlk); } else { bEnt.PlayAnima(SMtCreatureAnima.ANIMA_WAlk2); } PlayMoveSound(); }
private void PlayIdle() { if (m_ent == null) { return; } //Debug.Log("play idle"); BattleEntity bEnt = (BattleEntity)m_ent; if (m_cmdUpdateEquip == null) { bEnt.PlayAnima(SMtCreatureAnima.ANIMA_IDLE); } else { bEnt.PlayAnima(SMtCreatureAnima.ANIMA_IDLE2); } StopMoveSound(); }
public override void PushCommand(IFspCmdType cmd) { BattleEntity ent = GetEnt() as BattleEntity; //Debug.Log("切换:" + cmd.GetCmdType()); switch (cmd.GetCmdType()) { #region 常态 case CmdFspEnum.eFspStopMove: m_state = cmd.GetCmdType(); SetMove(false); //Debug.Log("设置停止"); ((BattleEntity)GetEnt()).SetPriority(0); ResetState(); break; case CmdFspEnum.eFspMove: case CmdFspEnum.eFspAutoMove: m_state = cmd.GetCmdType(); SetMove(true); //Debug.Log("设置移动"); ResetState(); break; case CmdFspEnum.eUIHead: CmdUIHead head = cmd as CmdUIHead; switch (head.type) { case 1: if (m_head != null) { m_head.SetName(head.name); } break; case 2: if (m_head != null) { m_head.SetLevel(head.lv); } break; case 3: if (m_head != null) { m_head.SetHp(head.curHp, head.maxHp); } break; case 4: if (m_head != null) { m_head.SetHud(head.hudText, head.hudType); } break; case 5: if (m_head != null) { m_head.SetHeadShow(head.bShow); } break; case 8: if (m_head != null) { m_head.SetTeam(head.bTeam); } break; //case 9: // if (m_head != null) // m_head.ShowNameOnly(head.bShow); // break; case 10: // The state of dizziness does not play the hit action //if (CheckState(eVObjectState.stun)) // return; ent.PlayAnima(head.animaId, () => { ResetState(); }); break; case 11: if (head.effectBindPos == (int)SBindPont.eBindType.CreatureHeadPos) { CEffectMgr.CreateByCreaturePos(head.effectId, ent, 2); } else if (head.effectBindPos == (int)SBindPont.eBindType.Muzzle) // 枪口 { CEffectMgr.Create(head.effectId, ((BattleEntity)GetEnt()). GetRightPoint()); } else { CEffectMgr.Create(head.effectId, GetEnt(), SBindPont.GetBindPont(head.effectBindPos)); } break; case 12: if (head.bRide) { m_ride = true; VObject obj = head.rideObject; GetEnt().SetParent(((BattleEntity)obj.GetEnt()).GetBone("ride")); } else { m_ride = false; GetEnt().ClearBind(); Quaternion dest = Quaternion.LookRotation(m_moveInfo.m_dir); GetEnt().SetRot(dest); GetEnt().SetScale(Vector3.one * m_baseInfo.m_scale); } break; //case 13: // if (m_head != null) // m_head.SetTaskState(head.taskstate); // break; case 14: ShowFootHalo(head.effectId); break; } break; case CmdFspEnum.eLife: if (ent == null) { return; } CmdLife life = cmd as CmdLife; m_bDead = !life.state; if (life.state) { ent.SetPriority(0); ent.PlayAnima(SMtCreatureAnima.ANIMA_RESET, () => { ResetState(); // 复活说话 //PlaySpeak(eRoleSpeakCsv.revive); }); // 播放复活特效 if (m_bMaster) { CEffectMgr.Create(21002, GetEnt().GetPos(), GetEnt().GetRotate()); } } else { SetMove(false); ent.PlayAnima(SMtCreatureAnima.ANIMA_DIE); //SoundManager.Inst.PlaySound(m_baseInfo.m_dieSound, ent.GetPos()); CEffectMgr.Create(m_baseInfo.m_dieEffect, GetEnt(), SBindPont.ORIGIN); // xingzuo sound PlayerCsv playerCsv = CsvManager.Inst.GetCsv <PlayerCsv>((int)eAllCSV.eAC_Player); PlayerCsvData csvData = playerCsv.GetData(m_baseInfo.csvId); if (csvData != null) { int soundId = 0, pct = 0; JoyStickModule.GetSpeak(csvData.dieSpeak, ref soundId, ref pct); SoundManager.Inst.PlaySound(soundId, (e) => { e.SetPos(m_moveInfo.m_pos); }); } // 死亡说话 //PlaySpeak(eRoleSpeakCsv.die); } break; #endregion case CmdFspEnum.eFspUpdateEquip: m_cmdUpdateEquip = cmd as CmdFspUpdateEquip; UpdateEquip(); break; #region BUFF特效 case CmdFspEnum.eBuff: // 特效挂点设置 CmdFspBuff buff = cmd as CmdFspBuff; int effectId = buff.effectId; if (effectId == 0) { return; } //Debug.Log(buff.effectId + " add:" + buff.bAdd + " " + buff.bindType); if (m_dicBuff == null) { m_dicBuff = new Dictionary <int, object>(); } if (m_dicBuffCount == null) { m_dicBuffCount = new Dictionary <int, int>(); } if (buff.bAdd) { if (!m_dicBuff.ContainsKey(effectId)) { if (buff.bindType == (int)SBindPont.eBindType.LRHand) // 左右手 { List <int> hid = new List <int>(); int l = CEffectMgr.Create(effectId, m_ent, SBindPont.L_HAND); int r = CEffectMgr.Create(effectId, m_ent, SBindPont.R_HAND); hid.Add(l); hid.Add(r); m_dicBuff[effectId] = hid; if (!IsVisible()) { CEffectMgr.GetEffect(l).SetShow(false); CEffectMgr.GetEffect(r).SetShow(false); } } else if (buff.bindType == (int)SBindPont.eBindType.CreaturePos) { int hid = CEffectMgr.CreateByCreaturePos(effectId, m_ent, 1); m_dicBuff[effectId] = hid; if (!IsVisible()) { CEffect c = CEffectMgr.GetEffect(hid); if (c != null) { c.SetShow(false); } } } else if (buff.bindType == (int)SBindPont.eBindType.CreatureHeadPos) { int hid = CEffectMgr.CreateByCreaturePos(effectId, m_ent, 2); m_dicBuff[effectId] = hid; if (!IsVisible()) { CEffect c = CEffectMgr.GetEffect(hid); if (c != null) { c.SetShow(false); } } } else { int hid = CEffectMgr.Create(effectId, m_ent, SBindPont.GetBindPont(buff.bindType), null); m_dicBuff[effectId] = hid; if (!IsVisible()) { CEffect c = CEffectMgr.GetEffect(hid); if (c != null) { c.SetShow(false); } } } } if (!m_dicBuffCount.ContainsKey(effectId)) { m_dicBuffCount[effectId] = 1; } else { m_dicBuffCount[effectId]++; } } else { if (m_dicBuffCount.ContainsKey(effectId)) { m_dicBuffCount[effectId]--; if (m_dicBuffCount[effectId] <= 0) { m_dicBuffCount.Remove(effectId); } } if (m_dicBuff.ContainsKey(effectId) && !m_dicBuffCount.ContainsKey(effectId)) // 如果包含这个BUFF,并且计数=0,才销毁 { if (buff.bindType == (int)SBindPont.eBindType.LRHand) { List <int> hid = (List <int>)m_dicBuff[effectId]; for (int i = 0; i < hid.Count; i++) { CEffectMgr.Destroy(hid[i]); } } else { CEffectMgr.Destroy((int)m_dicBuff[effectId]); } m_dicBuff.Remove(effectId); } } break; #endregion #region 状态表现 case CmdFspEnum.eState: // 外观状态设置 CmdFspState state = cmd as CmdFspState; eVObjectState type = state.type; //Debug.Log("状态 add:" + state.bAdd + " " + (eVObjectState)type); if (state.bAdd) { SetShowState(type, true); switch (type) { case eVObjectState.WindBlowsUp: ent.SetWindBlowsUp(true); break; case eVObjectState.GhostShadow: ent.SetGhostShadow(true); break; case eVObjectState.AlphaToHide: // 全透 all alpha need hide effect ent.SetShader(eShaderType.eAlphaToHide, Color.white, 0.3f, false, () => { ent.SetShow(false); }); break; case eVObjectState.AlphaToHalf: // 半透 GetEnt().SetShow(true); if (CheckState(eVObjectState.AlphaToHide)) // 半透,全透状态应该是互斥的 { SetShowState(eVObjectState.AlphaToHide, false); ent.SetShader(eShaderType.eAlphaToHalf, Color.white, 0.0f, false); } else { ent.SetShader(eShaderType.eAlphaToHalf, Color.white, 0.3f, false); } break; case eVObjectState.Nihility: // 虚无 //if (m_head != null) //{ // m_head.SetHeadAlpha(0.5f); //} //ent.SetShader(eShaderType.eNihility, new Color(1, 1, 1, 0.7f)); break; case eVObjectState.God: // 无敌 //ent.SetShader(eShaderType.eRim, Color.yellow); break; case eVObjectState.Hit: // 受击 //ent.SetShader(eShaderType.eRim, new Color(0.8f, 0.8f, 0.8f, 1.0f)); break; case eVObjectState.Silence: // 被沉默 if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(true); } break; case eVObjectState.Show: GetEnt().SetShow(true); break; case eVObjectState.stun: // 晕眩 //((BattleEntity)GetEnt()).Play(false); if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(true); } break; case eVObjectState.unmove: // 禁锢 break; case eVObjectState.sleep: // 睡眠 if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(true); } break; } } else { SetShowState(type, false); switch (type) { case eVObjectState.WindBlowsUp: ent.SetWindBlowsUp(false); break; case eVObjectState.GhostShadow: ent.SetGhostShadow(false); break; case eVObjectState.AlphaToHide: // 全透 ent.RemoveShader(); ent.SetShow(true); break; case eVObjectState.AlphaToHalf: // 半透,暂时都只用了移除全透 if (m_head != null) { m_head.SetHeadAlpha(1.0f); } ent.RemoveShader(); break; case eVObjectState.Nihility: case eVObjectState.God: case eVObjectState.Hit: //if (m_head != null) //{ // m_head.SetHeadAlpha(1.0f); //} //ent.RemoveShader(); break; case eVObjectState.Silence: // 取消沉默 if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(false); } break; case eVObjectState.Show: GetEnt().SetShow(false); break; case eVObjectState.stun: // 晕眩 //((BattleEntity)GetEnt()).Play(true); ResetState(); if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(false); } break; case eVObjectState.unmove: // 禁锢 ResetState(); break; case eVObjectState.sleep: // 睡眠 ResetState(); if (m_bMaster) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); //js.SetLock(false); } break; } } break; #endregion case CmdFspEnum.eSkillAnimaPriority: // 设置技能动作优先级 CmdSkillAnimaPriority cmdPri = cmd as CmdSkillAnimaPriority; ((BattleEntity)GetEnt()).SetPriority(cmdPri.priority); break; } }
/// <summary> /// 常规技能的开始阶段 /// 1.也包含了循环动作的技能,如旋风斩 /// 2.支持背后武器火炮的攻击时,挂点的改变 /// </summary> public virtual void Start() { BattleEntity ent = m_casterObject.GetEnt() as BattleEntity; int animaId = m_casterData.animaName; AnimationCsv anima = CsvManager.Inst.GetCsv <AnimationCsv>((int)eAllCSV.eAC_Animation); m_curAnima = anima.GetData(animaId); if (m_curAnima != null) { CmdSkillAnimaPriority cmd = new CmdSkillAnimaPriority(); m_casterObject.PushCommand(cmd); if (m_curAnima.mode == (int)WrapMode.Loop) { ent.PlayAnima(animaId, null); } else { if (m_curAnima.switchHand) // 如果是火炮,特殊处理一下,施法时武器切换到手上 { ent.BackEquipStart(); } ent.PlayAnima(animaId, () => { ent.BackEquipEnd(); }); } } int effectId = m_casterData.effectId; if (m_casterData.startTime == 0) { m_curCasterEffectHid = CEffectMgr.Create(effectId, ent, m_casterData.bindPoint); } else { TimeMgr.Inst.RegisterEvent(m_casterData.startTime * 0.001f, () => { m_curCasterEffectHid = CEffectMgr.Create(effectId, ent, m_casterData.bindPoint); }); } if (m_casterObject == null || m_curSkillCmd == null || m_casterObject.m_cmdUpdateEquip == null) { return; } // 播放语音,1手雷 2火炮 //if (m_curSkillCmd.m_skillIndex == 0) //{ // if (m_casterObject.m_cmdUpdateEquip.m_armsType == (int)eArmsType.Near) // { // m_casterObject.PlaySpeak(eRoleSpeakCsv.skill1Near); // } // else // { // m_casterObject.PlaySpeak(eRoleSpeakCsv.skill1Far); // } //} //else if(m_curSkillCmd.m_skillIndex == 1) //{ // m_casterObject.PlaySpeak(eRoleSpeakCsv.skill2); //} //else if(m_curSkillCmd.m_skillIndex == 2) //{ // m_casterObject.PlaySpeak(eRoleSpeakCsv.skill3); //} }