/// <summary> /// 释放子弹的粒子 /// 子弹飞行粒子 /// </summary> void Start() { LeftRicochets = missileData.NumRicochets; velocity = missileData.Velocity; maxDistance = missileData.MaxDistance; initPos = transform.position; var playerForward = Quaternion.Euler(new Vector3(0, 0 + attacker.transform.rotation.eulerAngles.y, 0)); if (missileData.ReleaseParticle != null) { GameObject par = Instantiate(missileData.ReleaseParticle) as GameObject; NGUITools.AddMissingComponent <RemoveSelf> (par); //par.transform.parent = transform; par.transform.parent = ObjectManager.objectManager.transform; par.transform.localPosition = attacker.transform.localPosition + playerForward * OffsetPos; par.transform.localRotation = playerForward; } if (missileData.ActiveParticle != null) { GameObject par = Instantiate(missileData.ActiveParticle) as GameObject; activeParticle = par; par.transform.parent = transform; par.transform.localPosition = Vector3.zero; par.transform.localRotation = Quaternion.identity; } }
void Start() { velocity = bombData.Velocity; initPos = transform.position; var playerForward = Quaternion.Euler(new Vector3(0, 0 + attacker.transform.rotation.eulerAngles.y, 0)); if (bombData.ReleaseParticle != null) { GameObject par = Instantiate(bombData.ReleaseParticle) as GameObject; NGUITools.AddMissingComponent <RemoveSelf>(par); par.transform.parent = ObjectManager.objectManager.transform; par.transform.localPosition = attacker.transform.localPosition + playerForward * OffsetPos; par.transform.localRotation = playerForward; } if (bombData.ActiveParticle != null) { GameObject par = Instantiate(bombData.ActiveParticle) as GameObject; activeParticle = par; par.transform.parent = transform; par.transform.localPosition = Vector3.zero; par.transform.localRotation = Quaternion.identity; } StartCoroutine(ThrowPhysic()); }
//TODO:玩家升级的逻辑处理 技能点 void LevelUp() { //Modify Hp Mp Level += 1; Exp = 0; Log.Net("AddLevelUp " + IsMine()); if (IsMine()) { var setSync = CGSetProp.CreateBuilder(); setSync.Key = (int)CharAttribute.CharAttributeEnum.EXP; setSync.Value = 0; KBEngine.Bundle.sendImmediate(setSync); var sync = CGAddProp.CreateBuilder(); sync.Key = (int)CharAttribute.CharAttributeEnum.LEVEL; sync.Value = 1; KBEngine.Bundle.sendImmediate(sync); } Util.ShowLevelUp(Level); var par = Instantiate(Resources.Load <GameObject>("particles/events/levelUp")) as GameObject; NGUITools.AddMissingComponent <RemoveSelf>(par); par.transform.parent = ObjectManager.objectManager.transform; par.transform.position = transform.position; if (IsMine()) { //MyEventSystem.myEventSystem.PushEvent(MyEvent.EventType.UpdateMainUI); MyEventSystem.myEventSystem.PushEvent(MyEvent.EventType.UpdatePlayerData); } }
///<summary> /// 副本内怪物构建流程 /// 单人副本通过Scene配置来产生怪物 /// 多人副本通过服务器推送消息产生怪物 /// </summary> //TODO: 多人副本怪物产生机制 public void CreateMonster(UnitData unitData, SpawnTrigger spawn) { if (WorldManager.worldManager.station == WorldManager.WorldStation.Enter) { Log.Sys("UnityDataIs " + unitData.ID); if (unitData.Config == null) { Debug.LogError("NotFoundMonster " + unitData.ID); return; } Log.Sys("Create Monster Unit " + unitData.name); var Resource = Resources.Load <GameObject> (unitData.ModelName); //本地怪兽不需要Player信息 GameObject g = Instantiate(Resource) as GameObject; NpcAttribute npc = NGUITools.AddMissingComponent <NpcAttribute> (g); npc.spawnTrigger = spawn.gameObject; var type = Type.GetType("ChuMeng." + unitData.AITemplate); var t = typeof(NGUITools); var m = t.GetMethod("AddMissingComponent"); Log.AI("Monster Create Certain AI " + unitData.AITemplate + " " + type); var geMethod = m.MakeGenericMethod(type); //var petAI = geMethod.Invoke(null, new object[] { g });// as AIBase; g.transform.parent = transform; g.tag = GameTag.Enemy; g.layer = (int)GameLayer.Npc; spawn.FirstMonster = g; var netView = g.GetComponent <KBEngine.KBNetworkView> (); netView.SetID(new KBEngine.KBViewID(myPlayer.ID, myPlayer)); netView.IsPlayer = false; npc.SetObjUnitData(unitData); AddObject(netView.GetServerID(), netView); float angle = UnityEngine.Random.Range(0, 360); Vector3 v = Vector3.forward; v = Quaternion.Euler(new Vector3(0, angle, 0)) * v; float rg = UnityEngine.Random.Range(0, spawn.Radius); npc.transform.position = spawn.transform.position + v * rg; if (unitData.IsElite) { npc.transform.localScale = new Vector3(2, 2, 2); } BattleManager.battleManager.AddEnemy(npc.gameObject); npc.SetDeadDelegate = BattleManager.battleManager.EnemyDead; //npc.Level = spawn.Level; } else { cacheMonster.Add(new MonsterInit(unitData, spawn)); } }
public static GameObject MakeDropItem(ItemData itemData, Vector3 pos, int num) { var g = Instantiate(Resources.Load <GameObject>(itemData.DropMesh)) as GameObject; var com = NGUITools.AddMissingComponent <ItemDataRef>(g); com.itemData = itemData; g.transform.position = pos; var par = Instantiate(Resources.Load <GameObject>("particles/drops/generic_item")) as GameObject; par.transform.parent = g.transform; par.transform.localPosition = Vector3.zero; com.Particle = par; com.IsOnGround = true; com.num = num; if (itemData.IsGem()) { com.StartCoroutine(WaitSound("dropgem")); } else { com.StartCoroutine(WaitSound("dropgold")); } return(g); }
/* * 4 Job Start From 0 */ public static GameObject ConstructChar(RolesInfo roleInfo) { Log.Sys("SelectChar::ConstructChar " + roleInfo); GameObject player = null; if (fakeObj.TryGetValue(roleInfo.PlayerId, out player)) { return(player); } //var res = Util.GetUnitData (true, (int)roleInfo.Job, 0); //var modName = res.ModelName.Replace ("player/", "models/player/"); //var modName = "DialogPlayer/" + roleInfo.Job.ToString (); var udata = Util.GetUnitData(true, (int)roleInfo.Job, 0); Log.Sys("udata " + udata + " " + udata.name + " " + udata.ModelName); player = Instantiate(Resources.Load <GameObject> (udata.ModelName)) as GameObject; NGUITools.AddMissingComponent <NpcAttribute>(player); var selChar = NGUITools.AddMissingComponent <SelectChar> (player); player.GetComponent <NpcAttribute> ().SetObjUnitData(udata); player.GetComponent <NpcEquipment> ().InitDefaultEquip(); selChar.name = roleInfo.Name; selChar.playerId = roleInfo.PlayerId; selChar.level = roleInfo.Level; selChar.roleInfo = roleInfo; return(player); }
/* * 4 Job Start From 0 */ public static GameObject ConstructChar(RolesInfo roleInfo) { Log.Sys("SelectChar::ConstructChar " + roleInfo); GameObject player = null; if (fakeObj.TryGetValue(roleInfo.PlayerId, out player)) { return(player); } var udata = Util.GetUnitData(true, (int)Job.WARRIOR, 0); Log.Sys("udata " + udata + " " + udata.name + " " + udata.ModelName); player = Instantiate(Resources.Load <GameObject>(udata.ModelName)) as GameObject; var oldScale = player.transform.localScale; NGUITools.AddMissingComponent <NpcAttribute>(player); var selChar = NGUITools.AddMissingComponent <SelectChar>(player); player.GetComponent <NpcAttribute>().SetObjUnitData(udata); player.GetComponent <NpcEquipment>().InitDefaultEquip(); selChar.name = roleInfo.Name; selChar.playerId = roleInfo.PlayerId; selChar.level = roleInfo.Level; selChar.roleInfo = roleInfo; player.transform.localScale = oldScale; return(player); }
public override void EnterState() { base.EnterState(); aiCharacter.SetIdle(); if (isFirst) { if (MyEventSystem.myEventSystem.GetRegEventHandler(MyEvent.EventType.BossSpawn) > 0) { MyEventSystem.myEventSystem.PushEvent(MyEvent.EventType.BossSpawn); } else { isFirst = false; } BackgroundSound.Instance.PlayEffect("summon3"); var g = GameObject.Instantiate(Resources.Load <GameObject>("particles/playerskills/impsummon")) as GameObject; var xft = g.GetComponent <XffectComponent>(); xft.enabled = false; //xft.Scale = 2; //g.transform.parent = SaveGame.saveGame.EffectMainNode.transform; g.transform.position = GetAttr().transform.position; GetAttr().StartCoroutine(WaitEnable(xft)); NGUITools.AddMissingComponent <RemoveSelf>(g); } }
static public int AddMissingComponent_s(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.GameObject a1; checkType(l, 1, out a1); var ret = NGUITools.AddMissingComponent <UnityEngine.Component>(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
/// <summary> /// 创建一个小Label控件 /// </summary> /// <returns>The label item.</returns> UILabel CreateLabelItem(string name, GameObject parent) { //创建一个Lalel控件 UILabel label = NGUITools.AddChild <UILabel> (parent); //修改Label的字体及颜色 Font f = (Font)Resources.Load("Arial", typeof(Font)); label.bitmapFont = NGUITools.AddMissingComponent <UIFont>(label.gameObject); label.bitmapFont.dynamicFont = f; label.color = Color.red; //设置Label要显示的文字 label.text = name; //添加滚动ScrollView时要用到的碰撞器和脚本 label.autoResizeBoxCollider = true; NGUITools.AddMissingComponent <UIDragScrollView> (label.gameObject); NGUITools.AddMissingComponent <BoxCollider> (label.gameObject); //重新调整碰撞器的大小 label.ResizeCollider(); return(label); }
GameObject CreateMyPlayerInternal() { var job = MyLib.Job.WARRIOR; var udata = Util.GetUnitData(true, (int)job, GetMyLevel()); //var player = Instantiate(Resources.Load<GameObject>(udata.ModelName)) as GameObject; var player = new GameObject("Player_Me"); NetDebug.netDebug.AddConsole("Init Player tag layer transform"); NGUITools.AddMissingComponent <NpcAttribute>(player); NGUITools.AddMissingComponent <MobaMePlayerAI>(player); player.tag = "Player"; player.layer = (int)GameLayer.Npc; player.transform.parent = transform; //设置自己玩家的View属性 var view = player.GetComponent <KBEngine.KBNetworkView>(); view.SetServerID(myPlayerServerId); var npcAttr = player.GetComponent <NpcAttribute>(); player.GetComponent <NpcAttribute>().SetObjUnitData(udata); player.GetComponent <NpcEquipment>().InitDefaultEquip(); player.GetComponent <NpcEquipment>().InitPlayerEquipmentFromBackPack(); npcAttr.InitName(); player.name = "player_me_" + myPlayerServerId; ObjectManager.objectManager.AddObject(SaveGame.saveGame.selectChar.PlayerId, view); myPlayerGameObj = player; return(player); }
// 抖动指定控件 // @param shake_obj 抖动对象 // @param time 抖动时间 // @param strength 抖动的力度(1左右刚好) public void Shake(Transform shake_obj, float time, float strength) { Shake shake = NGUITools.AddMissingComponent <Shake>(shake_obj.gameObject); shake.shakeTime = time; shake.strength = strength; shake.StartShake(); }
private void CreatePar(Vector3 pos) { var g = ParticlePool.Instance.GetGameObject(missileData.HitParticle, ParticlePool.InitParticle); var removeSelf = NGUITools.AddMissingComponent <DumpMono>(g); removeSelf.StartCoroutine(DestoryBullet(g)); g.transform.position = pos; g.transform.parent = ObjectManager.objectManager.transform; }
void CreateHitParticle() { if (bombData.HitParticle != null) { GameObject g = Instantiate(bombData.HitParticle) as GameObject; NGUITools.AddMissingComponent <RemoveSelf>(g); g.transform.position = transform.position; g.transform.parent = ObjectManager.objectManager.transform; } }
private void UIAddComponent() { GameObject imgObj = GameObject.Find("UI Root/DealWithUI/Panel_page01/Panel_page010"); NGUITools.AddWidgetCollider(imgObj); NGUITools.AddMissingComponent <UIButton>(imgObj).tweenTarget = imgObj; //GetComponent<UISlider>().onChange = this.gameObject print(imgObj.name); }
public void GetTestLabel(GameObject cell) { UILabel label = NGUITools.AddChild <UILabel> (cell); UIFont font = NGUITools.AddMissingComponent <UIFont> (label.gameObject); font.dynamicFont = Resources.Load <Font> ("Arial"); label.text = "999"; }
void CreateParticle() { var deathBlood = GameObject.Instantiate(Resources.Load <GameObject>("particles/deathblood")) as GameObject; deathBlood.transform.parent = ObjectManager.objectManager.transform; deathBlood.transform.localPosition = GetAttr().transform.localPosition + Vector3.up * 0.1f; deathBlood.transform.localRotation = Quaternion.identity; deathBlood.transform.localScale = Vector3.one; NGUITools.AddMissingComponent <RemoveSelf>(deathBlood); }
public static UISprite CreateSpriteBy(RX_Card card, UISprite parent, float x) { float y = card.PositionY; int depthNum = (int)x; if (parent.tag != "cbottom") { float temp = x; x = y; y = temp; depthNum = -depthNum; } //crate NGUI gameObject; can create gameObject -----3 UISprite sprite = NGUITools.AddChild <UISprite>(parent.gameObject); //add (widget size)'s collider //(if we want to add an interact function to the NGUI gameObjce,we must add collider fist!) NGUITools.AddWidgetCollider(sprite.gameObject); //only add Component(button) to interact, not create gameObject -----1 UIButton button = NGUITools.AddMissingComponent <UIButton>(sprite.gameObject); sprite.depth = depthNum + 300; sprite.atlas = RX_Resources.DefaultResources.Card_atlas; sprite.spriteName = card.ToString(); sprite.SetRect(x, y, 52f, 70f); //the card's size changed to original 's 25% button.onClick.Add(new EventDelegate(() => { card.IsPop = !card.IsPop; if (parent.tag == "cleft") { sprite.SetRect(card.PositionY, y, 52f, 70f); } else if (parent.tag == "cright") { sprite.SetRect(card.PositionY * (-1), y, 52f, 70f); } else { sprite.SetRect(x, card.PositionY, 52f, 70f); } })); sprite.name = card.ToString(); //add to the sprite pool for destroy Sprite_pool.Add(sprite); return(sprite); }
private void Start() { attacker = runner.stateMachine.attacker; target = runner.stateMachine.target; skillData = runner.stateMachine.skillFullData.skillData; //释放时候的粒子效果 if (missileData.ReleaseParticle != null) { GameObject par = Instantiate(missileData.ReleaseParticle) as GameObject; NGUITools.AddMissingComponent <RemoveSelf>(par); if (runner.stateMachine.forwardSet) { var playerForward = Quaternion.Euler(new Vector3(0, 0 + runner.transform.rotation.eulerAngles.y, 0)); par.transform.parent = ObjectManager.objectManager.transform; par.transform.localPosition = runner.transform.localPosition + playerForward * OffsetPos; par.transform.localRotation = playerForward; } else { var playerForward = Quaternion.Euler(new Vector3(0, 0 + attacker.transform.rotation.eulerAngles.y, 0)); par.transform.parent = ObjectManager.objectManager.transform; par.transform.localPosition = attacker.transform.localPosition + playerForward * OffsetPos; par.transform.localRotation = playerForward; } } //飞行粒子效果 if (missileData.ActiveParticle != null) { GameObject par = Instantiate(missileData.ActiveParticle) as GameObject; par.transform.parent = transform; par.transform.localPosition = Vector3.zero; par.transform.localRotation = Quaternion.identity; } initPos = transform.position; if (target != null) { var tarPos = target.transform.position; var dist = tarPos - initPos; dist.y = 0; flyTime = dist.magnitude / missileData.Velocity; flyTime = Mathf.Max(flyTime, 0.5f); } else { var tarPos = initPos + transform.forward * missileData.Velocity * missileData.lifeTime; flyTime = missileData.lifeTime; dieTargetPos = tarPos; flyTime = Mathf.Max(flyTime, 0.5f); } }
/// <summary> /// 创建其它玩家 /// 玩家所在场景 /// </summary> /// <param name="ainfo">Ainfo.</param> public void CreateOtherPlayer(AvatarInfo ainfo) { if (WorldManager.worldManager.station == WorldManager.WorldStation.Enter) { Log.Sys("CreateOtherPlayer: " + ainfo); var oldPlayer = GetPlayer(ainfo.Id); if (oldPlayer != null) { Debug.LogError("PlayerExists: " + ainfo); return; } if (myPlayer != null && myPlayer.ID == ainfo.Id) { Debug.LogError("CreateMeAgain"); return; } var kbplayer = new KBEngine.KBPlayer(); kbplayer.ID = ainfo.Id; var udata = Util.GetUnitData(true, (int)1, 1); var player = GameObject.Instantiate(Resources.Load <GameObject> (udata.ModelName)) as GameObject; var attr = NGUITools.AddMissingComponent <NpcAttribute> (player); //状态机类似 之后可能需要修改为其它玩家状态机 NGUITools.AddMissingComponent <OtherPlayerAI> (player); player.tag = "Player"; player.layer = (int)GameLayer.Npc; NGUITools.AddMissingComponent <SkillInfoComponent> (player); player.GetComponent <NpcAttribute> ().SetObjUnitData(udata); player.GetComponent <NpcEquipment> ().InitDefaultEquip(); player.name = "player_" + ainfo.Id; player.transform.parent = gameObject.transform; var netview = player.GetComponent <KBEngine.KBNetworkView> (); netview.SetID(new KBEngine.KBViewID(kbplayer.ID, kbplayer)); AddPlayer(kbplayer.ID, kbplayer); AddObject(netview.GetServerID(), netview); attr.Init(); var sync = player.GetComponent <ChuMeng.PlayerSync> (); sync.SetPositionAndDir(ainfo); sync.SetLevel(ainfo); } else { } }
void Start() { Init(); OriginPos = transform.position; StartCoroutine(AdjustOri()); gameObject.name += "_" + GetLocalId(); CollectRender(); var ld = GetLocalId(); var eh = NGUITools.AddMissingComponent <EvtHandler>(this.gameObject); eh.AddEvent(MyEvent.EventType.IAmFirst, OnFirst); }
private void CreateHitParticle() { if (missileData.HitParticle != null) { var g = ParticlePool.Instance.GetGameObject(missileData.HitParticle, ParticlePool.InitParticle); var removeSelf = NGUITools.AddMissingComponent <DumpMono>(g); removeSelf.StartCoroutine(DestoryBullet(g)); g.transform.position = transform.position; g.transform.parent = ObjectManager.objectManager.transform; } MakeSound(); CreateCameraShake(); }
//ui界面构建玩家模型 public static GameObject ConstructChar(Job job) { var udata = Util.GetUnitData(true, (int)job, 0); GameObject player = null; player = Instantiate(Resources.Load <GameObject> (udata.ModelName)) as GameObject; NGUITools.AddMissingComponent <NpcAttribute> (player); var selChar = NGUITools.AddMissingComponent <SelectChar> (player); selChar.GetComponent <NpcAttribute> ().SetObjUnitData(udata); selChar.GetComponent <NpcEquipment> ().InitDefaultEquip(); return(player); }
/// <summary> /// 在某个GameObject下添加按钮 /// </summary> void AddBtn(string uiName, GameObject rootObj, Dictionary <int, GameObject> dict, int functionid, string icon, Quaternion rotate) { if (!rootObj /*|| string.IsNullOrEmpty(titleName) || (dict == null) || (rotate == null)*/) { return; } //已经存在了 if (dict.ContainsKey(functionid)) { return; } //GameObject go = ResourceManager.Instance.LoadUI("UI/city/FuncButton"); GameObject go = UIResourceManager.Instance.CloneGameObject(mFuncIcon); if (!go) { GameDebug.LogError("Create Function Btn error"); return; } go.name = uiName; UIButton btn = go.GetComponent <UIButton>(); btn.CustomData = functionid; UIEventListener.Get(go).onClick = onFunctionClick; UISprite sprite = go.GetComponent <UISprite>(); UIAtlasHelper.SetButtonImage(btn, icon, true); go.transform.parent = rootObj.transform; go.transform.localScale = Vector3.one; // go.name = titleName + dict.Count.ToString(); go.transform.localRotation = rotate; //加入缓存 dict.Add(functionid, go); TweenScale ts = NGUITools.AddMissingComponent <TweenScale>(go); ts.from = Vector3.zero; ts.to = Vector3.one; ts.PlayForward(); RepositionGrid(rootObj); }
GameObject CreateMyPlayerInternal() { var kbplayer = new KBEngine.KBPlayer(); kbplayer.ID = (int)-2; if (myPlayer != null) { throw new System.Exception("myPlayer not null"); } myPlayer = kbplayer; var job = (MyLib.Job)GetMyJob(); var udata = Util.GetUnitData(true, (int)job, GetMyLevel()); var player = Instantiate(Resources.Load <GameObject>(udata.ModelName)) as GameObject; NetDebug.netDebug.AddConsole("Init Player tag layer transform"); NGUITools.AddMissingComponent <NpcAttribute>(player); NGUITools.AddMissingComponent <PlayerAIController>(player); player.tag = "Player"; player.layer = (int)GameLayer.Npc; player.transform.parent = transform; //设置自己玩家的View属性 var view = player.GetComponent <KBEngine.KBNetworkView>(); NetDebug.netDebug.AddConsole("SelectCharID " + SaveGame.saveGame.selectChar.PlayerId); view.SetID(new KBEngine.KBViewID(-1, kbplayer)); var npcAttr = player.GetComponent <NpcAttribute>(); NetDebug.netDebug.AddConsole("Set UnitData of Certain Job " + udata); player.GetComponent <NpcAttribute>().SetObjUnitData(udata); player.GetComponent <NpcEquipment>().InitDefaultEquip(); player.GetComponent <NpcEquipment>().InitPlayerEquipmentFromBackPack(); npcAttr.InitName(); player.name = "player_me"; ObjectManager.objectManager.AddObject(SaveGame.saveGame.selectChar.PlayerId, view); var light = GameObject.Instantiate(Resources.Load <GameObject>("light/playerLight")) as GameObject; light.transform.parent = player.transform; light.transform.localPosition = Vector3.zero; NetDebug.netDebug.AddConsole("LevelInit::Awake Initial kbplayer Initial KbNetowrkView " + kbplayer + " " + view); return(player); }
void Awake() { var body = NGUITools.AddMissingComponent <Rigidbody>(gameObject); body.useGravity = false; body.freezeRotation = true; body.isKinematic = true; oldScale = transform.localScale; Debug.LogError("OldScale: " + oldScale); /* * var tower = transform.FindChild("tower/tower2"); * tower.localRotation = Quaternion.Euler(new Vector3(-90, -128, 0)); */ }
void Start() { runner = transform.parent.GetComponent <SkillLayoutRunner>(); var attacker = runner.stateMachine.attacker; if (runner.BeamTargetPos != Vector3.zero) { if (Particle != null) { GameObject g = Instantiate(Particle) as GameObject; NGUITools.AddMissingComponent <RemoveSelf> (g); g.transform.parent = ObjectManager.objectManager.transform; g.transform.position = runner.BeamTargetPos + ParticlePos; } } }
IEnumerator KnockDie() { GameObject attacker = GetEvent().attacker; Vector3 moveDirection = Vector3.zero; if (attacker != null) { moveDirection = GetAttr().transform.position - attacker.transform.position; } else { moveDirection = -GetAttr().transform.forward; } moveDirection.y = 0; var physic = GetAttr().GetComponent <PhysicComponent>(); float curFlySpeed = 0; float passTime = 0; while (passTime < KnockFlyTime) { curFlySpeed = Mathf.Lerp(curFlySpeed, FlySpeed, 5 * Time.deltaTime); var movement = moveDirection * curFlySpeed; physic.MoveSpeed(movement); passTime += Time.deltaTime; yield return(null); } float stopTime = 0; while (stopTime < StopKnockTime) { curFlySpeed = Mathf.Lerp(curFlySpeed, 0, 5 * Time.deltaTime); var movement = moveDirection * curFlySpeed; physic.MoveSpeed(movement); stopTime += Time.deltaTime; yield return(null); } var deathBlood = GameObject.Instantiate(Resources.Load <GameObject>("particles/deathblood")) as GameObject; deathBlood.transform.parent = ObjectManager.objectManager.transform; deathBlood.transform.localPosition = GetAttr().transform.localPosition + Vector3.up * 0.1f; deathBlood.transform.localRotation = Quaternion.identity; deathBlood.transform.localScale = Vector3.one; NGUITools.AddMissingComponent <RemoveSelf>(deathBlood); }
IEnumerator Birth() { if (CheckAni("spawn")) { SetAttrState(CharacterState.Birth); PlayAni("spawn", 2, WrapMode.Once); if (GetAttr().ObjUnitData.SpawnEffect != "") { GameObject g = GameObject.Instantiate(Resources.Load <GameObject>(GetAttr().ObjUnitData.SpawnEffect)) as GameObject; g.transform.parent = SaveGame.saveGame.EffectMainNode.transform; g.transform.position = GetAttr().transform.position; NGUITools.AddMissingComponent <RemoveSelf>(g); } //yield return GetAttr ().StartCoroutine (Util.WaitForAnimation (GetAttr ().animation)); yield return(new WaitForSeconds(1f)); SetAttrState(CharacterState.Idle); SetAni("idle", 1, WrapMode.Loop); } else { SetAni("idle", 1, WrapMode.Once); GameObject g = null; if (GetAttr().ObjUnitData.SpawnEffect != "") { g = GameObject.Instantiate(Resources.Load <GameObject>(GetAttr().ObjUnitData.SpawnEffect)) as GameObject; } else { g = GameObject.Instantiate(Resources.Load <GameObject>("particles/playerskills/impsummon")) as GameObject; } //g.transform.parent = SaveGame.saveGame.EffectMainNode.transform; g.transform.position = GetAttr().transform.position; NGUITools.AddMissingComponent <RemoveSelf>(g); //yield return GetAttr ().StartCoroutine (Util.WaitForAnimation (GetAttr ().animation)); yield return(new WaitForSeconds(1f)); SetAttrState(CharacterState.Idle); SetAni("idle", 1, WrapMode.Loop); } birthYet = true; var rd = Random.Range(1, 3); BackgroundSound.Instance.PlayEffectPos("batmanspawn" + rd, GetAttr().transform.position); }
public static TweenPlay AddClickTween(GameObject go, out TweenPosition tweenPosition) { tweenPosition = NGUITools.AddMissingComponent <TweenPosition>(go); tweenPosition.duration = 0.3f; tweenPosition.enabled = false; TweenAlphas tweenAlphas = NGUITools.AddMissingComponent <TweenAlphas>(go); tweenAlphas.duration = 0.3f; tweenAlphas.from = 0f; tweenAlphas.enabled = false; TweenScale tweenScale = NGUITools.AddMissingComponent <TweenScale>(go); tweenScale.duration = 0.3f; tweenScale.from = new Vector3(0.2f, 0.2f, 0.2f); tweenScale.enabled = false; return(NGUITools.AddMissingComponent <TweenPlay>(go)); }