Esempio n. 1
0
        /// <summary>
        /// 加载完成后设置特效Object, 并把当前的特效状态更新给特效Object
        /// 这个函数设置为public是为了给特效浏览器使用 (SkillEffectBrowser).
        /// 除此之外, 外部不应该调用这个方法
        /// </summary>
        /// <param name="effect"></param>
        public void _SetEffectAndUpdateEffectStatus(VFXController effect)
        {
            m_VFXController = effect;
            m_VFXController.CachedTransform.SetParent(CachedTransform, false);
            m_VFXController.SetEffectController(this);

            ReplayOperationsCached();

            if (m_Status == EffectStatus.Playing)
            {
                m_StartTime = Time.time;
                m_VFXController.PlayFX(m_ForMainPlayer);

                LayerUtil.SetGameObjectToLayer(gameObject, GameConstant.LayerTypeID.TransparentFX, true);
            }
            else if (m_Status == EffectStatus.Stop)
            {
                ClearTimer();
                m_VFXController.StopFX(true);
            }
            else if (m_Status == EffectStatus.Recycled)
            {
                // OnEffectLoadComplete里已经处理了
                //	m_VFXController.StopFX(true);
                //	m_VFXController.ReleaseItem();
            }

            m_OnEffectLoaded?.Invoke(this, usedata);
        }
    public override void OnLoopFXLoaded(EffectController vfx)
    {
        GameplayProxy    gameplayProxy = GameFacade.Instance.RetrieveProxy(ProxyName.GameplayProxy) as GameplayProxy;
        SpacecraftEntity mainPlayer    = gameplayProxy.GetMainPlayer();

        if (mainPlayer != null)
        {
            if (gameplayProxy.CanAttackToTarget(mainPlayer, m_Buff.BuffProperty.GetOwner()))
            {
                // 隐身的时候只剩下特效. 如果是敌方隐身, 连特效都看不见了
                List <EffectController> vfxList = m_Buff.BuffProperty.GetAllVFXs();
                foreach (EffectController iVfx in vfxList)
                {
                    // HACK. 如果不加这个if判断, 就会把隐身启动的特效一起隐藏掉
                    // 这里如果要完善这个逻辑, 需要做较多的工作. 我就直接偷个懒了.
                    if (!iVfx.GetEffectObject().AutoStop)
                    {
                        iVfx.StopAndRecycleFX(true);
                    }
                }

                m_Buff.BuffProperty.GetPresentation().SetVisibilityOfVFX(false);

                LayerUtil.SetGameObjectToLayer(m_Buff.BuffProperty.GetSkinRootTransform().gameObject, LayerTypeID.UnselectableSpacecraft, true);
            }
        }
    }
    public override void OnBuffRemove()
    {
        base.OnBuffRemove();
        GameplayProxy    gameplayProxy = GameFacade.Instance.RetrieveProxy(ProxyName.GameplayProxy) as GameplayProxy;
        SpacecraftEntity mainPlayer    = gameplayProxy.GetMainPlayer();

        if (mainPlayer != null)
        {
            if (gameplayProxy.CanAttackToTarget(mainPlayer, m_Buff.BuffProperty.GetOwner()))
            {
                // 隐身的时候只剩下特效. 如果是敌方隐身, 连特效都看不见了
                // 隐身时隐藏船的本体的功能是在VFXReplaceMeshWithSpacecraft里面做的
                if (gameplayProxy.CanAttackToTarget(mainPlayer, m_Buff.BuffProperty.GetOwner()))
                {
                    List <EffectController> vfxList = m_Buff.BuffProperty.GetAllVFXs();
                    foreach (EffectController iVfx in vfxList)
                    {
                        iVfx.SetCreateForMainPlayer(false);
                        iVfx.PlayFX();
                    }
                }

                m_Buff.BuffProperty.GetPresentation().SetVisibilityOfVFX(true);

                // 现在创建隐身特效时直接把SkinRoot下面的所有东西都隐藏了.
                int spacecraftLayer = LayerUtil.GetLayerByHeroType(m_Buff.BuffProperty.GetHeroType(), m_Buff.BuffProperty.IsMain());
                LayerUtil.SetGameObjectToLayer(m_Buff.BuffProperty.GetSkinRootTransform().gameObject, spacecraftLayer, true);
            }
        }

        m_Buff.BuffProperty.SetInvisible(false);
    }
    private void OnLoadModel(GameObject model)
    {
        // GameObject model = asyncOperation.Result;

        Assert.IsNotNull(model, "model is null");

        LayerUtil.SetGameObjectToLayer(model, model.transform.parent.gameObject.layer, true);

        m_HumanAvatarProperty.SetSkinTransform(model.transform);
        model.transform.rotation = m_HumanAvatarProperty.GetBornServerRotation();

        Animator animator = model.transform.GetComponentInChildren <Animator>();

        if (animator != null)
        {
            SendEvent(ComponentEventName.AvatarLoadFinish,
                      new AvatarLoadFinishEvent()
            {
                Animator = animator
            }
                      );
        }

        int humanLayer = m_HumanAvatarProperty.GetHeroType() == KHeroType.htPlayer
                                                ? m_HumanAvatarProperty.IsMain()
                                                        ? GameConstant.LayerTypeID.MainPlayer
                                                        : GameConstant.LayerTypeID.HumanOtherPlayer
                                                : GameConstant.LayerTypeID.HumanNPC;

        LayerUtil.SetGameObjectToLayer(model, humanLayer, true);

        SetSoundListenerTarget();
    }
Esempio n. 5
0
    /// <summary>
    /// 强制关闭手表
    /// </summary>
    /// <param name="dealyResetCamera">是否需要延迟关闭相机</param>
    private void ForceCloseWatch(bool dealyResetCamera)
    {
        m_LookAtState     = TimeLineState.NONE;
        m_SelectedIndex   = -1;
        m_WatchKeyHolding = false;

        ListenHotkeys(true, false);

        InputManager.Instance.HudInputMap = HotKeyMapID.None;

        m_WatchPoint = null;

        m_WatchPanel.gameObject.SetActive(false);

        SetCinemachineTrack(m_OpenTimeline, null, null, null);
        SetCinemachineTrack(m_CloseTimeline, null, null, null);

        m_OpenTimeline.gameObject.SetActive(false);
        m_CloseTimeline.gameObject.SetActive(false);

        m_PostEffectScene.gameObject.SetActive(false);
        m_PostEffectUI.gameObject.SetActive(false);

        Canvas.worldCamera.gameObject.SetActive(false);
        Canvas.worldCamera             = CameraManager.GetInstance().GetUICameraComponent().GetCamera();
        Canvas.worldCamera.cullingMask = 1 << LayerMask.NameToLayer(WATCH_2D_LAYER);
        Canvas.worldCamera.gameObject.SetActive(true);

        LayerUtil.SetGameObjectToLayer(Canvas.gameObject, LayerMask.NameToLayer(WATCH_2D_LAYER), true);
        LayerUtil.SetGameObjectToLayer(m_PostEffectScene, m_PostEffectSceneLayer, false);
        LayerUtil.SetGameObjectToLayer(m_PostEffectUI, m_PostEffectUILayer, false);

        UIManager.Instance.ResetPanelFit(this);

        CinemachineVirtualCamera camera1 = GetOrCreateVirtualCamera(VIRTUAL_CAMERA_NAME_1);
        CinemachineVirtualCamera camera2 = GetOrCreateVirtualCamera(VIRTUAL_CAMERA_NAME_2);

        if (dealyResetCamera)
        {
            camera2.Follow  = camera1.Follow;
            camera1.enabled = camera2.enabled = false;

            UIManager.Instance.StartCoroutine(ResetCameraBrainBlend());
        }
        else
        {
            camera2.Follow  = camera1.Follow = null;
            camera1.enabled = camera2.enabled = false;
        }

        PlayHumanAnimator(false);
    }
Esempio n. 6
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    public override void OnLoopFXLoaded(EffectController vfx)
    {
        // TODO, GetComponentsInChildren 是一个比较慢的操作, 考虑直接放到VFXController里, 做特效的时候直接拖上
        Collider[] colliders = vfx.GetComponentsInChildren <Collider>(true);
        for (int iCollider = 0; iCollider < colliders.Length; iCollider++)
        {
            m_ColliderList.Add(colliders[iCollider]);
            m_Buff.BuffProperty.AddCollider_Runtime(colliders[iCollider]);
            LayerUtil.SetGameObjectToLayer(colliders[iCollider].gameObject, m_Buff.BuffProperty.GetRootTransform().gameObject.layer, false);
        }

        VFXReactiveEffect[] reactiveEffects = vfx.GetComponentsInChildren <VFXReactiveEffect>();
        for (int iEffect = 0; iEffect < reactiveEffects.Length; iEffect++)
        {
            m_ReactiveVFXList.Add(reactiveEffects[iEffect]);
        }
    }
Esempio n. 7
0
    public override void InitializeByRespond(S2C_SYNC_NEW_HERO respond)
    {
        InitBaseProperty(respond);

        m_CfgEternityProxy = (CfgEternityProxy)GameFacade.Instance.RetrieveProxy(ProxyName.CfgEternityProxy);

        ServerListProxy serverListProxy = GameFacade.Instance.RetrieveProxy(ProxyName.ServerListProxy) as ServerListProxy;

        m_IsMain = respond.ownerPlayerID == serverListProxy.GetCurrentCharacterVO().UId;
        if (m_IsMain)
        {
            GameplayProxy gameplayProxy = GameFacade.Instance.RetrieveProxy(ProxyName.GameplayProxy) as GameplayProxy;
            gameplayProxy.SetMainPlayerUID(respond.id);

            gameplayProxy.SetCurrentAreaUid(respond.area_id);
        }

        if (respond.item_tid != 0)
        {
            CfgEternityProxy cfgEternityProxy = GameFacade.Instance.RetrieveProxy(ProxyName.CfgEternityProxy) as CfgEternityProxy;
            m_AssetName = cfgEternityProxy.GetItemModelAssetNameByKey(respond.item_tid);
        }

        if (respond.ownerPlayerID != 0)
        {
            m_HeroType = KHeroType.htPlayer;

            if (m_IsMain)
            {
                Interaction.InteractionManager.GetInstance().RegisterOwnerPlayer(this);
            }

            m_Player = m_CfgEternityProxy.GetPlayerByItemTId((int)GetItemID());
        }
        else
        {
            m_NpcTmpVO   = (GameFacade.Instance.RetrieveProxy(ProxyName.CfgEternityProxy) as CfgEternityProxy).GetNpcByKey((uint)respond.templateID);
            m_HeroType   = (KHeroType)m_NpcTmpVO.NpcType;
            m_TeleportId = respond.teleport_id_;

            if (m_NpcTmpVO.Function.HasValue || m_TeleportId > 0)
            {
                Interaction.InteractionManager.GetInstance().RegisterInteractable(this);
                //NetworkManager.Instance.GetTaskController().SendRequetNpcCanAcceptTaskInfo(respond.templateID);
            }

            if (m_NpcTmpVO.InteractionDelay > 0)
            {
                m_IsActive = false;
                UIManager.Instance.StartCoroutine(Excute(m_NpcTmpVO.InteractionDelay, () =>
                {
                    m_IsActive = true;
                }));
            }
            else
            {
                m_IsActive = true;
            }
        }

        transform.name += "_" + m_HeroType.ToString();

        m_MovementRotationTransform = new GameObject("Rotation").transform;
        m_MovementRotationTransform.SetParent(transform);

        m_BornServerPosition = new Vector3(respond.posX, respond.posY, respond.posZ);
        SetLocalPosition(m_BornServerPosition);

        m_BornServerRotation = new Quaternion(respond.faceDirX, respond.faceDirY, respond.faceDirZ, respond.faceDirW);
        SetMovementLocalRotation(m_BornServerRotation);

        if (m_IsMain)
        {
            CameraManager.GetInstance().GetMainCamereComponent().SetFollowAndLookAtCMFreeLookAxisValue(MainCameraComponent.CMType.Character, transform, transform, m_BornServerRotation.eulerAngles.y, 0.5f);
            CameraManager.GetInstance().GetMainCamereComponent().RequestChangeCM(MainCameraComponent.CMType.Character);

            transform.name += "(Self)";

#if ENABLE_SYNCHRONOUS_HUMAN_SELF_LOG
            FightLogToFile.Instance.Write("===== InitializeByRespond =====\n");
            FightLogToFile.Instance.Write("time " + Utils.Timer.ClockUtil.Instance().GetMillisecond() + "\n");
            FightLogToFile.Instance.WriteToJson("S2C_SYNC_NEW_HERO", respond);
            FightLogToFile.Instance.Write("\n");
#endif
        }
        if (m_HeroType == KHeroType.htPlayer)
        {
            //音效组合,Listener 的目标
            if (m_Player.HasValue)
            {
                WwiseUtil.LoadSoundCombo(m_Player.Value.MusicComboID);
            }
        }


        int humanLayer = m_HeroType == KHeroType.htPlayer
                                                ? IsMain()
                                                        ? GameConstant.LayerTypeID.MainPlayer
                                                        : GameConstant.LayerTypeID.HumanOtherPlayer
                                                : GameConstant.LayerTypeID.HumanNPC;
        LayerUtil.SetGameObjectToLayer(gameObject, humanLayer, true);
        m_AttManager = new AttributeManager();
        InitAttManager();
    }
    /// <summary>
    /// 飞船模型载入完毕
    /// </summary>
    /// <param name="asyncOperation"></param>
    private void OnLoadModel(GameObject asyncOperation, string path)
    {
        m_Model = asyncOperation;
        if (m_Model == null)
        {
            throw new System.Exception("m_Model is null");
        }

        if (!asyncOperation.IsPooled())
        {
            asyncOperation.CreatePool(1, path);
        }
        m_Model = asyncOperation.Spawn(m_Property.GetSkinRootTransform());

        if (m_Model.transform.parent == null)
        {
            m_Model.Recycle();
            return;
        }

        m_Model.transform.localPosition = Vector3.zero;
        m_Model.transform.localRotation = Quaternion.identity;
        m_Model.transform.localScale    = Vector3.one;

        m_Property.SetSkinTransform(m_Model.transform);

        SendEvent(ComponentEventName.AvatarLoadFinish, new AvatarLoadFinishEvent()
        {
            SpacecraftPresentation = m_Model.GetComponentInChildren <SpacecraftPresentation>(),
            Animator  = m_Model.GetComponentInChildren <Animator>(),
            Animators = m_Model.GetComponentsInChildren <Animator>()
        });

        if (m_Property.GetHeroType() == KHeroType.htDetector)
        {
            SendEvent(ComponentEventName.OnGetMeshRenderer, new GetMeshRendererEvent()
            {
                MeshRenderer = m_Model.GetComponentInChildren <MeshRenderer>(),
                /// TODO.
                Transform = m_Model.transform.Find("Effect_A")
            });
        }

        int spacecraftLayer = LayerUtil.GetLayerByHeroType(m_Property.GetHeroType(), m_Property.IsMain());

        LayerUtil.SetGameObjectToLayer(m_Model, spacecraftLayer, true);
        if (m_Property.GetSyncTarget() != null)
        {
            LayerUtil.SetGameObjectToLayer(m_Property.GetSyncTarget().gameObject, spacecraftLayer, true);
        }

        m_Presentation = m_Model.GetComponent <SpacecraftPresentation>();
        if (m_Presentation == null)
        {
            Debug.LogWarning(string.Format("这个错误不可忽略! 飞船 {0} 没有挂点和表现信息, 找美术加上.", m_Model.name));
        }
        else
        {
            m_Property.SetPresentation(m_Presentation);
            // 复制一份CapsuleCollider给同步模块使用. 这个复制出来的CapsuleCollider不会被LODSwitchItem影响, 所以不会被Disable
            // 只有玩家才会与场景碰撞. 怪物和NPC都不与场景碰撞. 程旭与王梓晨商议决定
            if (m_Property.GetHeroType() == KHeroType.htPlayer)
            {
                CapsuleCollider capsuleCollider = m_Presentation.GetCapsuleCollider();
                if (capsuleCollider == null)
                {
                    Debug.LogError(string.Format("这个错误不可忽略! 飞船 {0} 没有胶囊碰撞体, 找美术加上.", m_Model.name));
                }

                GameObject colliderCopy = GameObject.Instantiate(capsuleCollider.gameObject, m_Property.GetSyncTarget());
                colliderCopy.transform.position = capsuleCollider.transform.position;
                colliderCopy.transform.rotation = capsuleCollider.transform.rotation;
                colliderCopy.name = string.Format("{0}_ForMotionSync", capsuleCollider.name);
                LayerUtil.SetGameObjectToLayer(colliderCopy, GameConstant.LayerTypeID.ServerSynchronization, false);
            }
            else
            {
                if (m_Property.GetHeroType() == KHeroType.htMine)
                {
                    List <Collider> capsuleColliders = m_Presentation.GetAllCapsuleColliders();
                    if (capsuleColliders != null)
                    {
                        foreach (var item in capsuleColliders)
                        {
                            item.gameObject.layer = GameConstant.LayerTypeID.SkillCrossSpacecraftBlock;
                        }
                    }
                }

                //if (EffectUtility.IsEffectNameValid(m_Presentation.BirthFXAddress))
                //{
                //	EffectController BirthFX = EffectManager.GetInstance().CreateEffect(m_Presentation.BirthFXAddress, EffectManager.GetEffectGroupNameInSpace(false), OnLoadBrithFXComplete,this);
                //	BirthFX.transform.SetParent(m_Property.GetSkinRootTransform(), false);
                //	BirthFX.SetCreateForMainPlayer(false);

                //	m_Presentation.SetVisibilityOfEntireSpacecraft(false);
                //}

                m_ModelLoadCompleteInThisFrame = true;
                m_TimeOfModelLoadComplete      = Time.time;
            }

            //if (m_Died && m_Presentation.DeathFXAddressList != null && m_Presentation.DeathFXAddressList.Count != 0)
            //{
            //	EffectController deathFX = EffectManager.GetInstance().CreateEffect(m_Presentation.DeathFXAddressList[m_DeathFXIndex], EffectManager.GetEffectGroupNameInSpace(false));
            //	deathFX.transform.SetParent(m_Property.GetSkinRootTransform(), false);
            //	deathFX.SetCreateForMainPlayer(false);
            //}
        }

        UpdateVisibility();
        UpdateEnableOfAllCollider();
        UpdateColliderLOD(true);

        if (m_Property.IsDead())
        {
            m_Property.SetSkinVisiable(false);
        }

        /// 是探测器
        if (m_Property.GetOwner().m_EntityFatherOwnerID != 0 && m_Property.GetHeroType() == KHeroType.htDisturbor && !m_Property.IsDead())
        {
            AddLineEffect();
        }

        /// 封印
        if (m_Property.IsSeal())
        {
            AddHideEffect();
        }

        /// Npc出生音乐
        if (m_Property.GetHeroType() != KHeroType.htPlayer)
        {
            Npc npcVO = m_Property.GetNPCTemplateVO();
            if (npcVO.SoundAlive > 0)
            {
                SendEvent(ComponentEventName.PlaySound, new PlaySound()
                {
                    SoundID = (int)npcVO.SoundAlive
                });
            }
        }
    }
Esempio n. 9
0
    /// <summary>
    /// 播放动画
    /// </summary>
    /// <param name="director">播放器</param>
    private void PlayTimeLine(PlayableDirector director)
    {
        CinemachineBrain         mainCameraBrain = null;
        CinemachineVirtualCamera camera1         = null;
        CinemachineVirtualCamera camera2         = null;

        GameplayProxy gameplayProxy = GameFacade.Instance.RetrieveProxy(ProxyName.GameplayProxy) as GameplayProxy;
        Transform     hero          = IsInSpace() ? null : gameplayProxy.GetMainPlayerSkinTransform();

        if (hero != null)
        {
            MainCameraComponent mainCamera = CameraManager.GetInstance().GetMainCamereComponent();
            mainCameraBrain = mainCamera.GetCamera().GetComponent <CinemachineBrain>();
            camera1         = GetOrCreateVirtualCamera(VIRTUAL_CAMERA_NAME_1);
            camera2         = GetOrCreateVirtualCamera(VIRTUAL_CAMERA_NAME_2);

            if (director == m_OpenTimeline)
            {
                //机位1 ( 打开手表时相机所在机位 )
                camera1.Follow          = GetOrCreateVirtualCameraProxy("WATCH_BACK_POINT");
                camera1.Follow.position = mainCamera.transform.position;
                camera1.Follow.rotation = mainCamera.transform.rotation;

                //机位2 ( 注视手表的机位 )
                camera2.Follow = FindTransformBy(hero, CAMERA_POINT_NAME);

                //UI挂点
                m_WatchPoint                   = FindTransformBy(hero, WATCH_UI_NAME);
                Canvas.worldCamera             = CameraManager.GetInstance().GetUI3DCameraComponent().GetCamera();
                Canvas.worldCamera.cullingMask = 1 << LayerMask.NameToLayer(WATCH_3D_LAYER);
                Canvas.worldCamera.gameObject.SetActive(true);
                Canvas.scaleFactor          = 0.001f;
                Canvas.transform.localScale = Vector3.one * 0.0001f;
                Canvas.GetComponent <RectTransform>().sizeDelta = UIManager.ReferenceResolution;

                LayerUtil.SetGameObjectToLayer(Canvas.gameObject, LayerMask.NameToLayer(WATCH_3D_LAYER), true);
                LayerUtil.SetGameObjectToLayer(m_PostEffectScene, m_PostEffectSceneLayer, false);
                LayerUtil.SetGameObjectToLayer(m_PostEffectUI, m_PostEffectUILayer, false);

                camera1.enabled = true;
                camera2.enabled = true;
            }
        }

        m_WatchPanel.gameObject.SetActive(true);

        if (director == m_OpenTimeline)
        {
            m_CloseTimeline.gameObject.SetActive(false);

            SetCinemachineTrack(m_OpenTimeline, mainCameraBrain, camera1, camera2);

            m_OpenTimeline.extrapolationMode = DirectorWrapMode.Hold;
            m_OpenTimeline.gameObject.SetActive(true);
            m_OpenTimeline.time = 0.0f;
            m_OpenTimeline.Play();

            m_PostEffectScene.gameObject.SetActive(true);
            m_PostEffectUI.gameObject.SetActive(true);
        }
        else if (director == m_CloseTimeline)
        {
            m_OpenTimeline.gameObject.SetActive(false);

            SetCinemachineTrack(director, mainCameraBrain, camera2, camera1);

            m_CloseTimeline.extrapolationMode = DirectorWrapMode.None;
            m_CloseTimeline.gameObject.SetActive(true);
            m_CloseTimeline.time = 0.0f;
            m_CloseTimeline.Play();

            m_PostEffectScene.gameObject.SetActive(true);
            m_PostEffectUI.gameObject.SetActive(true);

            m_SelectedIndex = -1;
            UpdateCenterInfo();
        }

        //人形动画
        PlayHumanAnimator(director == m_OpenTimeline);
    }
    private void OnLoadModel(GameObject pObj)
    {
        m_BulletTf.gameObject.name = string.Format("{0}_{1}", m_BulletTf.gameObject.name, m_FlyerData.BaseData.Value.ApperanceAddress);

        LayerUtil.SetGameObjectToLayer(m_BulletTf.gameObject, GameConstant.LayerTypeID.SkillProjectile, true);
        pObj.transform.SetParent(m_BulletTf, false);
        pObj.transform.localPosition = Vector3.zero;
        pObj.transform.localRotation = Quaternion.identity;

        //刚体,碰撞盒都挂载 ,子弹transfrom ,子弹预制体只作显示
        //刚体

        Rigidbody rigidbody = m_BulletTf.GetOrAddComponent <Rigidbody>();

        rigidbody.useGravity             = false;
        rigidbody.drag                   = 0;
        rigidbody.angularDrag            = 0;
        rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
        rigidbody.freezeRotation         = true;
        rigidbody.velocity               = Vector3.zero;

        m_Property.SetRigidbody(rigidbody);

        FlyerColliderData colliderData = m_FlyerData.BaseData.Value.Collider.Value;

        //碰撞盒
        switch (colliderData.ColliderType)
        {
        case FlyerColliderType.Capsule:     //胶囊体
        {
            // 0->Capsule height is along the x - axis. 1->Capsule height is along the y - axis. 2->Capsule height is along the z - axis
            CapsuleCollider collider = m_BulletTf.GetOrAddComponent <CapsuleCollider>();
            collider.direction = 2;
            collider.radius    = colliderData.Radius * SceneController.SKILL_PRECISION;
            collider.height    = colliderData.Height * SceneController.SKILL_PRECISION;
            collider.isTrigger = true;
        }
        break;

        case FlyerColliderType.Sphere:    //球体
        {
            SphereCollider collider = m_BulletTf.GetOrAddComponent <SphereCollider>();
            collider.radius    = colliderData.Radius * SceneController.SKILL_PRECISION;
            collider.isTrigger = true;
        }
        break;

        case FlyerColliderType.Box:    //盒子
        {
            BoxCollider collider = m_BulletTf.GetOrAddComponent <BoxCollider>();
            collider.size      = colliderData.Size.Value.ToVector3() * SceneController.SKILL_PRECISION;
            collider.isTrigger = true;
        }
        break;

        default:
            break;
        }

        Quaternion rot = Quaternion.identity;

        rot.eulerAngles     = m_Property.GetDirection();
        m_BulletTf.rotation = rot;
    }