private void CreateTargetArea() { _targetAreaObject = ResourceHelper.Load(AppConfig.FOLDER_PROFAB + "skill/TargetArea"); // InstanceSkill skill = _game.gameSkill.GetCurrentSelectSkill(); DataSkill dataSkill = _firingSkill.GetDataSkill(); float scale = dataSkill.hintRange * 2.0f; _targetAreaObject.transform.localScale = new Vector3(scale, 1.0f, scale); _targetAreaObject.transform.position = _worldPosition; }
/// <summary> /// 初始化技能配置类数据 /// </summary> /// <returns></returns> public bool Init() { DataSkill dataSkill = GameData <DataSkill> .dataMap[this.m_unskillId]; if (dataSkill != null) { this.m_skillConfig = dataSkill; return(true); } else { this.m_log.Error("m_skillConfig == null,skillId:" + this.m_unskillId); return(false); } }
public void LoadDynamicData() { this.stuff = DataStuff.GetStuff(); this.location = DataLocations.GetLocations(); this.actor = DataActors.GetActors(); this.lessons.Lesson = DataLesson.GetLessons(); this.skills.Skill = DataSkill.GetSkills(); this.variables = new Dictionary <String, dynamic>(); this.variables_timeout = new Dictionary <String, DateTime>(); this.player = DataPlayer.CreatePlayer(this.stuff, lessons, skills); this.time = new GameTime() { time = new DateTime(2011, 9, 1, 7, 0, 0) }; Actor.CurrentTime = time; }
/// <summary> /// 更新数据 /// </summary> public void UpdateData(int index) { _currentIndex = index; _gameSkill = BattleGame.instance.gameSkill; _skillData = _gameSkill.GetData(_currentIndex); if (_skillData != null) { // NGUITools.SetActive(this.icon.gameObject, true); this._sillName.text = _skillData.name; this._skillIcon.spriteName = "SkillICONS_" + (int)_skillData.type; } else { this._sillName.text = ""; // NGUITools.SetActive(this.icon.gameObject, false); } }
public void Load(string name) { byte[] bin = DynamicFileControl.QueryFileContent(name); string content = StringHelper.ReadFromBytes(bin); LitJson.JSONNode json = LitJson.JSON.Parse(content); _hashMap = new Dictionary <int, DataSkill> (); foreach (LitJson.JSONNode subNode in json.Childs) { DataSkill skill = new DataSkill(); skill.Load(subNode); int hash = GetHash(skill.type, skill.level); _hashMap.Add(hash, skill); } }
/// <summary> /// 技能释放中 /// </summary> /// <param name="castSkillParam"></param> public virtual void Cast(CastSkillParam castSkillParam) { DataSkill skillData = GameData <DataSkill> .dataMap[castSkillParam.unTargetSkillID]; Beast beast = Singleton <BeastManager> .singleton.GetBeastById(castSkillParam.m_unMasterBeastId); }
public SkillGameData(int unSkillId) { this.m_unSkillId = unSkillId; this.m_skillConfig = GameData <DataSkill> .dataMap[unSkillId]; this.m_bIsError = false; }
public Beast(BeastData beastData) { if (null == beastData) { this.m_bIsErrorBeast = true; this.m_skillManager = new SkillGameManager(0); this.m_actWorkManager = new ActWorkManager(); } else { this.m_bIsErrorBeast = false; DataBeastlist dataBeast = null; GameData <DataBeastlist> .dataMap.TryGetValue(beastData.BeastTypeId, out dataBeast); if (dataBeast != null) { this.MaxMoveDis = dataBeast.Move; this.Hp = dataBeast.Hp; if (dataBeast.Skill_1 > 0) { this.m_listBeastOriginActivedSkillID.Add(dataBeast.Skill_1); } if (dataBeast.Skill_2 > 0) { this.m_listBeastOriginActivedSkillID.Add(dataBeast.Skill_2); } if (dataBeast.Skill_3 > 0) { this.m_listBeastOriginActivedSkillID.Add(dataBeast.Skill_3); } if (dataBeast.Skill_4 > 0) { this.m_listBeastOriginActivedSkillID.Add(dataBeast.Skill_4); } } else { this.m_log.Error(string.Format("null == beastConfig: beastData.BeastTypeId=:{0}", beastData.BeastTypeId)); } this.m_unBeastId = beastData.Id; this.m_unPlayerId = beastData.PlayerId; this.m_dwBeastTypeId = beastData.BeastTypeId; this.m_eCampType = beastData.CampType; this.m_unHp = beastData.Hp; this.m_suitId = beastData.SuitId; this.m_skillManager = new SkillGameManager(this.m_unBeastId); this.m_actWorkManager = new ActWorkManager(); this.m_skillManager.AddSkill(1, false); foreach (var skillData in beastData.Skills) { this.m_skillManager.AddSkill(skillData, false, ESkillActivateType.SKILL_ACTIVATE_TYPE_INVALID); } } DataSkill data = GameData <DataSkill> .dataMap[1]; if (data != null) { int MaxAttackDis = data.UseDis; this.m_nMaxAttackDis = MaxAttackDis; } else { m_log.Error("找不到该技能的配置文件,SKillID:" + 1); } }
void UpdataUI() { if (_heroData != null) { _iconBg.spriteName = _heroData.IconBgName; _icon_Texture.SetHeroSmallTexture(_heroData.id); switch (_heroData.team) { case HeroDataManager.TEAM.NOTEAM: _formation_sprite.gameObject.SetActive(false); break; case HeroDataManager.TEAM.FIRSTTEAM: _formation_sprite.gameObject.SetActive(true); _formation_sprite.spriteName = "heroTeam_" + (int)_heroData.team; break; case HeroDataManager.TEAM.SECONDTEAM: _formation_sprite.gameObject.SetActive(true); _formation_sprite.spriteName = "heroTeam_" + (int)_heroData.team; break; case HeroDataManager.TEAM.THIRDTEAM: _formation_sprite.gameObject.SetActive(true); _formation_sprite.spriteName = "heroTeam_" + (int)_heroData.team; break; } _type_Sprite.spriteName = "arms_" + (int)_heroData.heroType; _heroName_Label.color = _heroData.nameColor; _heroName_Label.text = _heroData.data.name; int exp = 0; Model_HeroGroup model_heroGroup = InstancePlayer.instance.model_User.model_heroGroup; if (_heroData.recruitType == HeroDataManager.RecruitType.ALREADYRECRUIT) { Hero hero = model_heroGroup.GetHero(_heroData.id); exp = hero.exp; _manager_Btn.gameObject.SetActive(true); _upLevel_Btn.gameObject.SetActive(true); _heroLevel_Label.gameObject.SetActive(true); _heroLevel_Label.text = model_heroGroup.GetCurrentLevel(_heroData.id).ToString(); _rank_sprite.gameObject.SetActive(true); _rank_sprite.spriteName = UICommon.HERO_RANK_ICON_PATH + model_heroGroup.GetCurrentStage(_heroData.id); DataHero dataHero = DataManager.instance.dataHeroGroup.GetHero(_heroData.id, hero.exp, hero.stage); //hp _attributeValue_Label_1.text = ((int)dataHero.basicParam.hp).ToString(); //ap _attributeValue_Label_2.text = ((int)dataHero.basicParam.damage).ToString(); //dp _attributeValue_Label_3.text = ((int)dataHero.basicParam.ammo).ToString(); //hitRate float hitDodDou = 0.0f; string hitDodDouDesc = ""; if (dataHero.basicParam.hitRate != 0.0f) { hitDodDouDesc = "命中"; hitDodDou = dataHero.basicParam.hitRate; } if (dataHero.basicParam.dodgeRate != 0.0f) { hitDodDouDesc = "闪避"; hitDodDou = dataHero.basicParam.dodgeRate; } if (dataHero.basicParam.doubleDamageRate != 0.0f) { hitDodDouDesc = "暴击"; hitDodDou = dataHero.basicParam.doubleDamageRate; } if (hitDodDou != 0.0f) { _attribute_Label_4.gameObject.SetActive(true); _attributeValue_Label_4.text = hitDodDou.ToString(); } else { _attribute_Label_4.gameObject.SetActive(false); } } else { _manager_Btn.gameObject.SetActive(false); _upLevel_Btn.gameObject.SetActive(false); exp = _heroData.exp; _heroLevel_Label.gameObject.SetActive(false); _rank_sprite.gameObject.SetActive(false); //hp _attributeValue_Label_1.text = ((int)_heroData.data.basicParam.hp).ToString(); //ap _attributeValue_Label_2.text = ((int)_heroData.data.basicParam.damage).ToString(); //dp _attributeValue_Label_3.text = ((int)_heroData.data.basicParam.ammo).ToString(); //hitRate _attribute_Label_4.gameObject.SetActive(false); _attributeValue_Label_4.text = (_heroData.data.basicParam.hitRate).ToString(); } float heroExpToNextLevel = (float)DataManager.instance.dataHeroGroup.GetHeroExpToNextLevel(_heroData.id, exp); float heroTotalExpToNextLevel = (float)DataManager.instance.dataHeroGroup.GetHeroTotalExpToNextLevel(_heroData.id, exp); if (heroExpToNextLevel == 0 || heroTotalExpToNextLevel == 0) { _expLabel.text = "军官已满级"; } { _Timer_Colored_Slider.value = (heroTotalExpToNextLevel - heroExpToNextLevel) / heroTotalExpToNextLevel; _expLabel.text = (heroTotalExpToNextLevel - heroExpToNextLevel) + "/" + heroTotalExpToNextLevel; } DataHeroLeadership heroLeaderData = DataManager.instance.dataHeroGroup.GetHeroLeadership(_heroData.id); DataSkill skillData = DataManager.instance.dataSkillGroup.GetSkill(heroLeaderData.skill, 1); _skillName.text = skillData.name; _skillIcon.spriteName = "SkillICONS_" + (int)heroLeaderData.skill; // _skillAttribute_Label.text = skillData. _ability_Label_1.text = "坦克" + ((int)(heroLeaderData.kTank * 100)).ToString() + "%"; _ability_Label_2.text = "导弹" + "\n" + ((int)(heroLeaderData.kMissile * 100)).ToString() + "%"; _ability_Label_3.text = "反坦" + ((int)(heroLeaderData.kUnknown * 100)).ToString() + "%"; _ability_Label_4.text = "装甲" + ((int)(heroLeaderData.kGun * 100)).ToString() + "%"; _ability_Label_5.text = "火炮" + "\n" + ((int)(heroLeaderData.kCannon * 100)).ToString() + "%"; } }
IEnumerator createBombs() { DataSkill dataSkill = _skill.GetDataSkill(); float range = dataSkill.hintRange; List <Vector3> offsets = new List <Vector3> (); int n = COUNT; for (int i = 0; i < n; ++i) { float theta = RandomHelper.Range01(); float radius = Mathf.Sqrt(RandomHelper.Range01() * RandomHelper.Range01()) * range; float x = radius * Mathf.Cos(2 * Mathf.PI * theta); float z = radius * Mathf.Sin(2 * Mathf.PI * theta); Vector3 v = new Vector3(x, 0, z); offsets.Add(v); } /* * Vector3[] dropPositionOffsets = new Vector3[]{ * * new Vector3 (-range * 0.8f, 0, range * 0.2f), * new Vector3 (-range * 0.8f, 0, -range * 0.2f), * new Vector3 (0, -1000, 0), * * new Vector3 (-range * 0.4f, 0, range * 0.4f), * new Vector3 (-range * 0.4f, 0, 0), * new Vector3 (-range * 0.4f, 0, -range * 0.4f), * new Vector3 (0, -1000, 0), * * new Vector3 (0, 0, +range * 0.6f), * new Vector3 (0, 0, +range * 0.2f), * new Vector3 (0, 0, -range * 0.2f), * new Vector3 (0, 0, -range * 0.6f), * new Vector3 (0, -1000, 0), * * new Vector3 (range * 0.4f, 0, range * 0.4f), * new Vector3 (range * 0.4f, 0, 0), * new Vector3 (range * 0.4f, 0, -range * 0.4f), * new Vector3 (0, -1000, 0), * * new Vector3 (range * 0.8f, 0, range * 0.2f), * new Vector3 (range * 0.8f, 0, -range * 0.2f), * new Vector3 (0, -1000, 0), * * }; */ for (int i = 0; i < offsets.Count; i++) { Vector3 offset = offsets[i]; GameObject bomoObject = ResourceHelper.Load(AppConfig.FOLDER_PROFAB + "skill/BombAirStrike"); BattleFactory.AddUnitToLayer(bomoObject, BattleConfig.LAYER.BULLET); SkillBombBase bomb = bomoObject.GetComponent <SkillBombBase>(); bomb.Init(_skill, _targetPosition + offset); spawnBombs.Add(bomb); yield return(new WaitForSeconds(DROP_INTERVAL)); /* * if(offset.y < 0) * { * yield return new WaitForSeconds(DROP_INTERVAL_LONG); * } * else * { * yield return new WaitForSeconds(DROP_INTERVAL_SHORT); * } */ } _isStart = true; }