public void SendImpact(GameObject sender, GameObject target, ImpactInfo impactInfo, int hitCount = 1) { SendImpactWithOutDamage(target, impactInfo); SharedGameObjectInfo targetInfo = LogicSystem.GetSharedGameObjectInfo(target); LogicSystem.NotifyGfxHitTarget(sender, impactInfo.m_ImpactId, target, hitCount); }
public override bool Execute(object sender, SkillInstance instance, long delta, long curSectionTime) { if (curSectionTime < m_StartTime) { return(true); } UnityEngine.GameObject obj = sender as UnityEngine.GameObject; if (obj == null) { return(false); } MoveTargetInfo target_info = instance.CustomDatas.GetData <MoveTargetInfo>(); if (target_info == null) { return(false); } UnityEngine.GameObject target_obj = target_info.Target; if (target_obj == null) { return(false); } LogicSystem.NotifyGfxHitTarget(obj, m_ImpactId, target_obj, 0, instance.SkillId, (int)m_RemainTime, obj.transform.position, TriggerUtil.GetObjFaceDir(obj), 0); return(false); }
public void SendImpactToObject(GameObject source, GameObject target, int impactid, int remaintime, int skillid, long hit_count_id) { if (IsUserStandUp(target)) { return; } int final_skill_id = skillid; GameObject damageOwner = TriggerUtil.GetFinalOwner(source, skillid, out final_skill_id); LogicSystem.NotifyGfxHitTarget(damageOwner, impactid, target, 1, final_skill_id, remaintime, source.transform.position, TriggerUtil.GetObjFaceDir(source), hit_count_id); }
public void SendImpactToObject(GameObject source, GameObject target, Dictionary <BeHitState, StateImpact> stateimpacts, int skillid, long hit_count_id) { if (stateimpacts == null) { return; } if (IsUserStandUp(target)) { return; } BeHitState state = GetBeHitState(target); StateImpact stateimpact = null; if (!stateimpacts.TryGetValue(state, out stateimpact)) { stateimpacts.TryGetValue(BeHitState.kDefault, out stateimpact); } if (stateimpact == null) { return; } int final_skill_id = -1; GameObject damageOwner = TriggerUtil.GetFinalOwner(source, skillid, out final_skill_id); //Debug.Log("------------send impact to object " + target.name); for (int i = 0; i < stateimpact.m_Impacts.Count; i++) { LogicSystem.NotifyGfxHitTarget(damageOwner, stateimpact.m_Impacts[i].ImpactId, target, 1, final_skill_id, stateimpact.m_Impacts[i].RemainTime, source.transform.position, TriggerUtil.GetObjFaceDir(source), hit_count_id); } /* * foreach (ImpactData im in stateimpact.m_Impacts) { * LogicSystem.NotifyGfxHitTarget(damageOwner, im.ImpactId, target, 1, final_skill_id, * im.RemainTime, source.transform.position, * TriggerUtil.GetObjFaceDir(source), hit_count_id); * }*/ }