private void SetData(ModelAttackLevel level, string[] prefabPaths, int[] positionPrefab, Transform parent, float startDelay, float attackDelay) { this.level = level; listAnimators = new List <Animator>(); if (positionPrefab != null && positionPrefab.Length > 0) { dicPostitionNode = new Dictionary <int, bool>(); } for (int i = 0; i < prefabPaths.Length; i++) { string prefabPath = prefabPaths[i]; GameObject obj = Resources.Load <GameObject>(prefabPath); GameObject initObj = GameObject.Instantiate <GameObject>(obj); initObj.transform.SetParent(parent, false); initObj.SetActive(false); Animator animator = initObj.GetComponent <Animator>(); listAnimators.Add(animator); if (positionPrefab != null && i < positionPrefab.Length && positionPrefab[i] != 0) { dicPostitionNode.Add(i, true); } } this.startDelay = startDelay; this.attackDelay = attackDelay; }
public ModelSkill(ModelAttackLevel level, string[] prefabPaths, int[] positionPrefab, Transform parent, float startDelay, float attackDelay) { m_prefabPaths = prefabPaths; m_positionPrefab = positionPrefab; m_parent = parent; SetData(level, prefabPaths, positionPrefab, parent, startDelay, attackDelay); }
private void Attack(object arg) { ModelAttackLevel level = (ModelAttackLevel)arg; m_player.AttackLevel = level; m_player.State = SRoleState.Type.SRoleAttack; }
/// <summary> /// </summary> /// <param name="roleType">攻击发出者角色类型</param> /// <param name="roleLevel">攻击发出者角色类型等级, 对应类型枚举</param> /// <param name="attackLevel">攻击发出者攻击等级</param> /// <param name="sender">攻击发出者</param> /// <param name="receiver">攻击接收者</param> public ModelAttackData(RoleType roleType, int roleLevel, ModelAttackLevel attackLevel, string sender, string receiver) { this.roleType = roleType; this.roleLevel = roleLevel; this.attackLevel = attackLevel; this.sender = sender; this.receiver = receiver; }
protected void AddSkillData(ModelAttackLevel level, string[] prefabPaths, int[] positionPrefab, Transform parent, float startDelay, float attackDelay) { if (m_dicSkill == null) { m_dicSkill = new Dictionary <ModelAttackLevel, ModelSkill>(); } if (m_dicSkill.ContainsKey(level)) { m_dicSkill.Remove(level); } ModelSkill skillData = new ModelSkill(level, prefabPaths, positionPrefab, parent, startDelay, attackDelay); m_dicSkill.Add(level, skillData); }
protected void AddAttackAnimation(ModelAttackLevel level, string animationName) { if (m_AttackAnimation == null) { m_AttackAnimation = new Dictionary <ModelAttackLevel, string>(); } if (m_AttackAnimation.ContainsKey(level)) { m_AttackAnimation[level] = animationName; } else { m_AttackAnimation.Add(level, animationName); } }
private void OnClick(ModelAttackLevel level) { EventManager.Dispatch(GameMoudle.Player, GameEvent.Type.Attack, level); }