Esempio n. 1
0
    /// <summary>
    /// 显示/删除 状态特效
    /// </summary>
    /// <param name="type">眩晕、冰冻、压扁、击飞、麻痹、死亡</param>
    public void ShowStatusEffect(StatusType type, float duration)
    {
        if (CombatScheduler.State == CSState.End)
        {
            return;
        }
        string name = "";

        switch (type)
        {
        case StatusType.Vertigo:    //眩晕
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_02";
            break;

        case StatusType.IceBuild:    //冰冻
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_01";
            break;

        case StatusType.Squash:    //压扁
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_05";
            break;

        case StatusType.ClickFly:    //击飞
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_03";
            break;

        case StatusType.paralysis:    //麻痹
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            name = "2000691_04";
            break;

        case StatusType.Die:    //死亡
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            NGUIUtil.Change2DSpriteGray(m_soldierItem.MyHead.SprRolePhoto);
            break;

        case StatusType.None:
            U3DUtil.DestroyAllChild(MyHead.StatusEffectParent, true);
            break;

        default:

            break;
        }
        if (name != "")
        {
            GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", name, MyHead.StatusEffectParent.transform.position, MyHead.StatusEffectParent.transform);
            gae.gameObject.AddComponent <SetRenderQueue>();
            GameObjectActionDelayDestory delay = new GameObjectActionDelayDestory(duration);
            gae.AddAction(delay);
        }
    }
Esempio n. 2
0
 public void SetDead()
 {
     MyHead.BtnSelect.enabled = false;
     NGUIUtil.Change2DSpriteGray(MyHead.SprRolePhoto);
 }