/// <summary> /// 创建房间对象 /// </summary> /// <param name="Info">建筑数据</param> /// <param name="Parent">挂载点</param> /// <returns>LifeProperty</returns> private static LifeProperty CreateBuildSkin(BuildInfo Info, Transform Parent, Vector3 WorldPos) { if (Info == null || Parent == null) { return(null); } string name = Info.m_modeltype.ToString() + "@Skin"; GameObject m_objRoleRoot = new GameObject(); m_objRoleRoot.transform.parent = Parent; m_objRoleRoot.transform.localPosition = new Vector3(0, 0, 0); m_objRoleRoot.name = Info.m_name; m_objRoleRoot.transform.position = WorldPos; m_objRoleRoot.transform.localScale = Vector3.one; GameObject build = GameObjectLoader.LoadPath("Prefabs/Buildings/", name, m_objRoleRoot.transform); if (build == null) { GameObject.Destroy(m_objRoleRoot); Debug.Log("buildname: " + name + ",类型为" + Info.BuildType + "建筑资源不存在"); return(null); } LifeProperty property = build.GetComponent <LifeProperty>(); return(property); }
public override void Start() { base.Start(); GameObject box = U3DUtil.FindChild(m_target, "box"); if (box != null) { box.SetActive(false); } GameObject go = GameObjectLoader.LoadPath("effect/prefab/", "2000601", m_target.transform); if (go != null) { GameObjectLoader.SetGameObjectLayer(go, LayerMask.NameToLayer("Resource")); ParticleSystem s = go.GetComponent <ParticleSystem>(); if (s != null) { s.Play(); } } m_itemTransform = SetEffect(m_itemtype, m_itemID); }
/// <summary> /// 添加怒气特效 /// </summary> /// <param name="soldierID"></param> private void AddAngerEffect() { PlayEffectColor(SkinEffectColor.Anger, 0.04f); if (m_AngerEffect != null) { return; } //ProPerty.h.FlashingOn(Color.white, Color.yellow, 5); GameObject go = GameObjectLoader.LoadPath("effect/prefab/", "2000211", m_tRoot); //go.transform.position += new Vector3(0, 0.2f, 0); GameObject posgo = ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectBottomPos); Vector3 pos = posgo.transform.position; pos.z += 1; go.transform.position = pos; go.transform.parent = m_tbody; if (go != null) { m_AngerEffect = go; } else { Debug.Log("怒气特效未加载失败"); } }
private void AddGrayItem() { float iSolid = 0; float iIntensity = 0; float iTenacity = 0; buildingM.GetStarInfoGrow(m_Info, ref iSolid, ref iIntensity, ref iTenacity); GameObject go = GameObjectLoader.LoadPath("Prefabs/UI/", "SkillIntroduceWnd", MyHead.table.transform); go.transform.localPosition = new Vector3(MyHead.table.transform.localPosition.x, go.transform.localPosition.y, go.transform.localPosition.z); SkillIntroduceWnd skilWnd = go.GetComponent <SkillIntroduceWnd>(); GameObject labGo = NDLoad.LoadWndItem("DoubleLabelItem", skilWnd.MyHead.table.transform); DoubleLabelItem item = labGo.GetComponent <DoubleLabelItem>(); item.SetData(iSolid.ToString(), "[EC0808]" + NGUIUtil.GetStringByKey(10000068) + "[-]", iIntensity.ToString(), "[40B1E1]" + NGUIUtil.GetStringByKey(10000069) + "[-]"); //MyHead在SetData中初始化,所以这句要在后面 item.MyHead.SprIcon.enabled = false; GameObject SinglabGo = NDLoad.LoadWndItem("DoubleLabelItem", skilWnd.MyHead.table.transform); DoubleLabelItem SingleItem = SinglabGo.GetComponent <DoubleLabelItem>(); SingleItem.SetData(iTenacity.ToString(), "[088454]" + NGUIUtil.GetStringByKey(10000070) + "[-]", "", ""); SingleItem.MyHead.SprIcon.enabled = false; skilWnd.MyHead.table.Reposition(); }
void LoadStageContext(int Stage, StageType type) { if (m_Contxt != null) { GameObject.DestroyImmediate(m_Contxt.gameObject); m_Contxt = null; } string text = "StageContext_"; if (type == StageType.Hard) { text = "HardStageContext_"; } GameObject go = GameObjectLoader.LoadPath("Prefabs/Stage/", text + m_Chapter, MyHead.transform); if (go == null) { NGUIUtil.ShowFreeSizeTipWnd(20000000, null, 10); return; } GameObjectLoader.SetGameObjectLayer(go, MyHead.gameObject.layer); m_Contxt = go.GetComponent <StageContext>(); if (m_Contxt != null) { m_Contxt.SetStageContext(m_type, m_Chapter); } }
void DoSkill1028(MapGrid pos, SoldierSkill skill) { if (pos == null) { return; } GameObject posgo = m_LifePrent.GetSkin().ProPerty.HelpPoint.GetVauleByKey(HelpPointName.FirePos); Transform fireplace = posgo.transform; if (fireplace != null) { string bulletname = "1003051"; GameObject go = GameObjectLoader.LoadPath("effect/prefab/", bulletname, BattleEnvironmentM.GetLifeMBornNode(true)); go.transform.position = fireplace.position; if (m_LifePrent.WalkDir == WalkDir.WALKRIGHT) { go.transform.localScale = new Vector3(-go.transform.localScale.x, go.transform.localScale.y, go.transform.localScale.z); } Bullet bullet = go.AddComponent <Bullet>(); if (bullet != null) { Bullet.BulletType t = Bullet.BulletType.bomb1028; Vector3 vpos = pos.pos; vpos.y = go.transform.localPosition.y; bullet.SetInfo(vpos, m_DoAttack, 10f, m_LifePrent.WalkDir, t, skill); } } }
public override void InitBuild() { base.InitBuild(); m_goEffect1910011 = GameObjectLoader.LoadPath("effect/prefab/", "1910011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); m_goEffect1910021 = GameObjectLoader.LoadPath("effect/prefab/", "1910021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); m_goEffect1911021 = GameObjectLoader.LoadPath("effect/prefab/", "1911021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); }
/// <summary> /// 攻击范围 光效半圆环 /// </summary> /// <param name="isShow">是否显示</param> /// <param name="radius">攻击半径</param> public void ShowAttackRangeSemi(bool isShow, float radius = 1.0f) { if (isShow) { if (AttackRangeSemiCircle02 == null && AttackRangeSemiCircle01 == null) { AttackRangeSemiCircle01 = GameObjectLoader.LoadPath("effect/prefab/", "2000681_01", m_thisT); Vector3 pos = AttackRangeSemiCircle01.transform.position; AttackRangeSemiCircle01.transform.position = U3DUtil.AddX(pos, 1.5f); AttackRangeSemiCircle01.transform.Rotate(0, -180f, 0); GameObjectActionExcute gae = AttackRangeSemiCircle01.AddComponent <GameObjectActionExcute>(); GameObjectActionWait wait = new GameObjectActionWait(1 + Time.deltaTime, ShowSemiLoop); GameObjectActionDelayDestory fade = new GameObjectActionDelayDestory(1f); gae.AddAction(wait); gae.AddAction(fade); } } else { if (AttackRangeSemiCircle01) { GameObject.Destroy(AttackRangeSemiCircle01); } if (AttackRangeSemiCircle02) { GameObject.Destroy(AttackRangeSemiCircle02); } } }
public override void InitBuildModel() { base.InitBuildModel(); m_goEffect1003031 = GameObjectLoader.LoadPath("effect/prefab/", "1003031", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); m_goEffect1003031.transform.position = GetPos(); m_goEffect1003031.SetActive(false); }
/// <summary> /// 编辑模式下添加墙 /// </summary> public static void CreateWall(Vector3 pos, Transform t) { GameObject g = GameObjectLoader.LoadPath("Prefabs/Boats/100/", "100116@Skin", t); g.transform.rotation = Quaternion.identity; g.transform.Rotate(0, 180, 0, Space.Self); g.transform.position = pos; }
public override void InitBuildModel() { base.InitBuildModel(); m_goEffect1003031 = GameObjectLoader.LoadPath("effect/prefab/", "1003031", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help01).transform); //m_goEffect1003031.transform.position = GetPos (); m_goEffect1003031.SetActive(false); SetAnimator(Build_AnimatorState.Stand10000); }
private void ShowSemiLoop(object o) { AttackRangeSemiCircle02 = GameObjectLoader.LoadPath("effect/prefab/", "2000681_02", m_thisT); Vector3 pos = AttackRangeSemiCircle02.transform.position; AttackRangeSemiCircle02.transform.position = U3DUtil.AddX(pos, 1.5f); AttackRangeSemiCircle02.transform.Rotate(0, -180f, 0); }
public override void InitBuild() { base.InitBuild(); SetGoldFactor(); //临时 m_goEffect1901021 = GameObjectLoader.LoadPath("effect/prefab/", "1901021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.boneroot).transform); HP = fullHP; CM.GoldBuild = this; }
public override void InitBuildModel() { base.InitBuildModel(); m_goEffect1912011 = GameObjectLoader.LoadPath("effect/prefab/", "1912011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help01).transform); m_goEffect1912011.SetActive(false); m_goPao = m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help02); m_goPao.transform.localRotation = Quaternion.Euler(new Vector3(0, -45f, 0)); m_vDirGreed = new Vector3(0, -45f, 0); m_vCurGreed = new Vector3(0, -45f, 0); }
/// <summary> /// 用于在NGUI处 显示特效 /// </summary> public override void InitBuildUI() { base.InitBuildUI(); go1903011 = GameObjectLoader.LoadPath("effect/prefab/", "1903011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); if (go1903011) { ParticalForNgui pNgui = go1903011.AddComponent <ParticalForNgui>(); pNgui.Size = 50f; pNgui.DoScale(); } }
public override void InitBuildModel() { base.InitBuildModel(); m_goEffect1916011 = GameObjectLoader.LoadPath("effect/prefab/", "1916011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); m_goEffect1916011.SetActive(true); m_goEffect1916021_01 = GameObjectLoader.LoadPath("effect/prefab/", "1916021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help01).transform); m_goEffect1916021_01.SetActive(true); m_goEffect1916021_02 = GameObjectLoader.LoadPath("effect/prefab/", "1916021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help02).transform); m_goEffect1916021_02.SetActive(true); }
public override void InitBuildModel() { base.InitBuildModel(); /*m_goEffect1914011 = GameObjectLoader.LoadPath("effect/prefab/", "1914011", m_thisT); * m_goEffect1914011.SetActive (true);*/ m_goEffect1914021 = GameObjectLoader.LoadPath("effect/prefab/", "1914021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.boneroot).transform); m_goEffect1914021.SetActive(false); m_eventtime = 0.2f; }
private GameObject loadRole(Transform parent, int RoleType, int ActionGrop) { if (parent == null) { return(null); } string strResName = RoleType.ToString() + "@skin"; GameObject go = GameObjectLoader.LoadPath("Prefabs/Roles/", strResName, parent); return(go); }
public void LoadCanvasBox() { CanvasUnitBG unitBg = TouchMoveManager.GetCanvasUnitBG(Int2.zero); if (unitBg) { m_GoCanvasBox = GameObjectLoader.LoadPath("Prefabs/Others/", "CanvasBox", WndManager.GetWndRoot().transform); Vector3 worldPos = unitBg.transform.position; NGUIUtil.Set3DUIPos(m_GoCanvasBox, worldPos); } }
public override void InitBuildModel() { base.InitBuildModel(); if (go1903011 == null) { go1903011 = GameObjectLoader.LoadPath("effect/prefab/", "1903011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); go1903031 = GameObjectLoader.LoadPath("effect/prefab/", "1903031", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); go1903041 = GameObjectLoader.LoadPath("effect/prefab/", "1903041", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); go1903041.SetActive(false); } }
public override void InitBuildModel() { base.InitBuildModel(); m_goEffect1905011 = GameObjectLoader.LoadPath("effect/prefab/", "1905011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help01).transform); m_goEffectLeft1905021_03 = GameObjectLoader.LoadPath("effect/prefab/", "1905021_03", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help02).transform); m_goEffectLeft1905021_03.transform.localScale = new Vector3(0.1f, 1.0f, 1.0f); m_goEffectRight1905021_03 = GameObjectLoader.LoadPath("effect/prefab/", "1905021_03", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help03).transform); m_goEffectRight1905021_03.transform.localScale = new Vector3(0.1f, 1.0f, 1.0f); m_fHitEffectTimer = 0; }
private float m_fGunRotateSpeed = 270f; //炸弹移动速度 public override void InitBuildModel() { base.InitBuildModel(); GameObject go = GameObjectLoader.LoadPath("effect/prefab/", "1919011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help01).transform); go.SetActive(false); m_listEffect1919011.Add(go); m_fCheckRoleInSmallCirle = Time.time; Pao.transform.localRotation = Quaternion.Euler(new Vector3(180f, 90f, 0)); m_vDirGreed = new Vector3(180f, 90f, 0); m_vCurGreed = new Vector3(180f, 90f, 0); }
/* public static NdEffect LoadEffect(string path, string name, Vector3 EffectPos,Transform Parent ) * { * GameObject go = GameObjectLoader.LoadPath(path, name) as GameObject; * if(go != null) * { * go.transform.parent = Parent; * go.transform.position = EffectPos; * NdEffect effect = go.AddComponent<NdEffect>(); * return effect; * } * return null; * }*/ /// <summary> /// 加载特效 /// </summary> /// <param name="path">特效路径</param> /// <param name="name">特效名称</param> /// <param name="pos">特效加载相对位置</param> /// <param name="Parent">特效挂载点</param> public static ResourceAction LoadResouceEffect(string path, string name, Vector3 EffectPos, Transform Parent) { GameObject go = GameObjectLoader.LoadPath(path, name, Parent) as GameObject; if (go != null) { go.transform.position = EffectPos; ResourceAction effect = go.AddComponent <ResourceAction>(); return(effect); } return(null); }
/// <summary> /// 添加手势轨迹效果 /// </summary> void SpawnFingerTrail(Vector3 posWorld) { if (s_bEnableFire == false) { return; } if (m_goFingerTrail) { Destroy(m_goFingerTrail); } m_goFingerTrail = GameObjectLoader.LoadPath("effect/prefab/", "fingerTrail"); m_goFingerTrail.transform.position = posWorld; }
void ViewEffect(string EffectName) { if (IsContainObject(EffectName)) { DestoryGameObject(EffectName); return; } m_viewgo = GameObjectLoader.LoadPath(EffectName.ToLower().EndsWith("item")?m_ItemPath:m_Path, EffectName, m_wndRoot.transform); if (m_viewgo) { m_objectList.Add(m_viewgo); } }
protected override void TriggerSkillTime(ref List <Life> RoleList, ref float fReleaseDelay) { m_fAttackTimer = Time.time; fReleaseDelay = 0.25f; m_bAttack = true; if (null != m_goEffect1911011) { GameObject.Destroy(m_goEffect1911011); } m_goEffect1911011 = GameObjectLoader.LoadPath("effect/prefab/", "1911011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); m_goEffect1911011.SetActive(true); SetAnimator(Build_AnimatorState.Trigger30000); }
public static GameObjectActionExcute LoadEffect(string name, Vector3 localPos, Vector3 localRotation, Transform Parent) { GameObject go = GameObjectLoader.LoadPath("effect/prefab/", name, Parent) as GameObject; if (go != null) { //EffectPos.z = -1f; go.transform.localPosition = localPos; go.transform.Rotate(localRotation, Space.Self); GameObjectActionExcute effect = go.AddComponent <GameObjectActionExcute>(); return(effect); } return(null); }
/// <summary> /// 加载特效 /// </summary> /// <param name="path">特效路径</param> /// <param name="name">特效名称</param> /// <param name="pos">特效加载相对位置</param> /// <param name="Parent">特效挂载点</param> public static GameObjectActionExcute LoadEffect(string path, string name, Vector3 EffectPos, Transform Parent) { GameObject go = GameObjectLoader.LoadPath(path, name, Parent) as GameObject; if (go != null) { //EffectPos.z = -1f; go.transform.position = EffectPos; go.AddComponent <NdEffectSprite>(); GameObjectActionExcute effect = go.AddComponent <GameObjectActionExcute>(); return(effect); } return(null); }
void ViewEffect(string EffectName) { if (m_viewgo == null) { m_viewgo = GameObjectLoader.LoadPath(m_Path, EffectName); Selection.activeGameObject = m_viewgo; } else if (m_viewgo.name != EffectName) { DelEffect(); m_viewgo = GameObjectLoader.LoadPath(m_Path, EffectName); Selection.activeGameObject = m_viewgo; } }
/// <summary> /// 加载船的画布表现 /// </summary> public static void LoadShipCanvans(int shipDesignID) { Transform parent = GetLifeMBornNode(true); if (parent != null) { GameObjectLoader.LoadPath("Prefabs/Others/", "PlaneCollider", parent); Int2 n2Pos = new Int2(0, 0); Int2 nEndPos = GetEndPosByShape(shipDesignID); string [] ShapeList = GetDesignShape(shipDesignID); if (ShapeList == null || ShapeList.Length != nEndPos.Layer) { NGUIUtil.DebugLog(" low version"); return; } RoomMap.RealMapSize = nEndPos; for (n2Pos.Layer = RoomMap.Mapv2Start.Layer; n2Pos.Layer < nEndPos.Layer; n2Pos.Layer++) { for (n2Pos.Unit = RoomMap.Mapv2Start.Unit; n2Pos.Unit < nEndPos.Unit; n2Pos.Unit++) { if (ShapeList.Length > 0 && ShapeList.Length <= nEndPos.Layer && ShapeList[n2Pos.Layer].Length <= nEndPos.Unit) { bool bDeck = CheckIsDeckGrid(ShapeList, n2Pos.Layer, n2Pos.Unit); if (ShapeList[n2Pos.Layer][n2Pos.Unit] == '0' && !bDeck) { continue; } } GameObject go = GameObjectLoader.LoadPath("Prefabs/Others/", "CanvasUnitBG", parent); go.name = string.Format("[{0},{1}]", n2Pos.Layer, n2Pos.Unit); go.transform.localPosition = new Vector3(3.0f * n2Pos.Unit, (3.0f + 0.3f) * n2Pos.Layer, 8.1f); CanvasUnitBG bk = go.GetComponent <CanvasUnitBG>(); if (bk != null) { TouchMoveManager.JoinCanvasUnitBk(n2Pos, bk); } } } } TouchMoveManager.SetAllGridBgStates(CanvasUnitState.Normal); TouchMoveManager.ShowCanvas(true); Vector3 pos = MainCameraM.GetDiffenceDisignCameraPos(); MainCameraM.s_Instance.SetCameraLimitParam(MainCameraM.s_reaLimitPyramidBoatView); MainCameraM.s_Instance.AutoMoveTo(pos, 0f); }