public override void Update(float fTime, float fDTime) { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector2 moveVec = new Vector2(h, v); if (moveVec != Vector2.zero) { JoyStickModule ctr = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); ctr.OnMove(false, moveVec); m_bMove = true; } else { if (m_bMove) { JoyStickModule ctr = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); ctr.OnMove(true, moveVec); m_bMove = false; } } if (Input.GetKey(KeyCode.Alpha7)) { m_ai = !m_ai; CCreature cc = CCreatureMgr.GetMaster(); cc.StartAi(m_ai); } }
public void UpdateUI_Skill() { if (m_dicSkill == null) { return; } // 如果是主角,坐骑主人是主角 if (IsMaster()) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); if (js.IsShow()) { for (int i = 0; i < 5; i++) { js.SetIcon(i, -1); } foreach (KeyValuePair <int, CSkillInfo> item in m_dicSkill) { CSkillInfo info = item.Value; if (info != null) { js.SetIcon(item.Key, info.GetIcon()); } } //js.SetLock(false); } } }
/// <summary> /// 重置摇杆,在放完技能时 /// </summary> public void UpdateUI_ResetJoyStick(bool bTrue) { if (!IsMaster()) { return; } JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); js.m_isFirstJoyStick = bTrue; }
public void UpdateUI_CD(int index, float time, float maxTime) { // 如果是主角,坐骑主人是主角 if (IsMaster()) { JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); if (js.IsShow()) { js.SetCD(index, time, maxTime); } } }
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> /// 服务器收到所有人准备后,开始游戏 /// </summary> public void Start(SC_BattleInfo battleInfo) { m_fspMgr = new FspManager(); m_fspMgr.Init(); Debug.Log("开始加载场景,开始汇报场景进度"); LoginModule loginHero = (LoginModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelLogin); loginHero.SetVisible(false); SelectHeroModule selectHero = (SelectHeroModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelSelectHero); selectHero.SetVisible(false); MainModule mainModule = (MainModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelMain); mainModule.SetVisible(false); JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick); js.SetVisible(true); HeadModule head = (HeadModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelHead); head.SetVisible(true); SetRandSeed(10); CMap map = CMapMgr.Create(1); map.Create(); for (int i = 0; i < battleInfo.playerInfo.Count; i++) { PlayerInfo playerInfo = battleInfo.playerInfo[i]; int uid = (int)playerInfo.uid; if (EGame.m_openid.Equals(uid.ToString())) { EGame.m_uid = uid; } CCreature master = CCreatureMgr.Create(EThingType.Player, uid); master.Create(playerInfo.heroIndex, uid.ToString(), new Vector2d(60, 60 + i * 4), FPCollide.GetVector(60)); master.m_ai = new CCreatureAI(master, eAILevel.HARD); master.m_aiType = eAIType.Player; master.StartAi(false); } for (int i = 0; i < 1; i++) { CCreature test1 = CCreatureMgr.Create(EThingType.Player, 3000 + i); test1.Create(3, "测试" + i, new Vector2d(50 + i * 2, 60), FPCollide.GetVector(-220)); test1.m_ai = new CCreatureAI(test1, eAILevel.EASY); test1.StartAi(true); } for (int i = 0; i < 1; i++) { CCreature test1 = CCreatureMgr.Create(EThingType.Player, 2000 + i); test1.Create(2, "测试" + i, new Vector2d(50 + i * 2, 60), FPCollide.GetVector(-220)); test1.m_ai = new CCreatureAI(test1, eAILevel.EASY); test1.StartAi(true); } for (int i = 0; i < 1; i++) { CCreature test1 = CCreatureMgr.Create(EThingType.Player, 1000 + i); test1.Create(1, "测试" + i, new Vector2d(50 + i * 2, 60), FPCollide.GetVector(-220)); test1.m_ai = new CCreatureAI(test1, eAILevel.EASY); test1.StartAi(true); } m_bRunning = true; }