void onStartMoveOver() { string path = ""; int offsetX = 0; int offsetY = 0; switch (skill.BattleType) { case GameSkillBattleType.Normal: { path = "Prefab/Magic/magic" + GameDefine.getString3(skill.AnimationID) + "/"; path += "M"; path += skill.AnimationID; } break; case GameSkillBattleType.UI: { return; } case GameSkillBattleType.Map: { if (skill.AnimationID > 0 && skill.BattleSprite == 0) { path = "Prefab/Magic/magic" + GameDefine.getString3(skill.AnimationID) + "/"; path += "M"; path += skill.AnimationID; } else { unit.stopAnimation(); unit.clearAnimation(); path = "Prefab/Sprite/man" + GameDefine.getString3(unit.Sprite) + "/" + GameDefine.getString3(unit.Sprite); path += (skill.BattleSprite > 0 ? "-" + skill.BattleSprite : ""); path += "s"; // offsetX = GameDefine.TEXTURE_WIDTH_HALF - 5; // offsetY = GameDefine.TEXTURE_HEIGHT_HALF; } } break; case GameSkillBattleType.UIMap: { path = "Prefab/Sprite/man" + GameDefine.getString3(unit.Sprite) + "/" + GameDefine.getString3(unit.Sprite); path += (skill.BattleSprite > 0 ? "-" + skill.BattleSprite : ""); path += "sm"; } break; } clear(); GameObject obj1 = Resources.Load <GameObject>(path); if (obj1 == null) { onAttackOver(); return; } GameObject obj = Instantiate <GameObject>(obj1); GameAnimation attackerAnimation = obj.GetComponent <GameAnimation>(); attackerAnimation.offsetX = offsetX; attackerAnimation.offsetY = offsetY; Transform trans = obj.transform; trans.SetParent(transform); trans.localScale = Vector3.one; trans.localPosition = Vector3.zero; GameBattleSceneMovement.instance.updatePositionToCamera(); transform.localPosition = new Vector3(GameBattleSceneMovement.instance.PosXReal, GameBattleSceneMovement.instance.PosYReal + GameBattleManager.instance.LayerHeight, transform.localPosition.z); attackerAnimation.transform.localScale = new Vector3(GameCameraManager.instance.sceneWidth / GameDefine.SCENE_WIDTH, 1.0f, 1.0f); if (direction != GameBattleAttackMapDirection.Count) { int c = attackerAnimation.safHead.count3[0]; int f = c * (int)direction; attackerAnimation.playAnimation(f, f + c, false, onAttackOver); } else { attackerAnimation.playAnimation(0, GameDefine.INVALID_ID, false, onAttackOver); } }