Esempio n. 1
0
    protected override void TriggerSkillTime(ref List <Life> RoleList, ref float fReleaseDelay)
    {
        fReleaseDelay = 0.25f;
        bool IsRelease = false;

        if (RoleList.Count > 0)
        {
            SetAnimator(Build_AnimatorState.Trigger30000);
            {
                Life    w       = RoleList[0];
                Vector3 posSrc  = m_goPao.transform.position;
                Vector3 posRole = new Vector3(w.GetPos().x, w.GetPos().y, w.GetPos().z);
                float   fgreed  = NdUtil.V2toAngle(posSrc, posRole, Vector3.right);
                if (fgreed < 0f || fgreed > 270)
                {
                    fgreed = 0f;
                }
                else if (fgreed > 180f)
                {
                    fgreed = 180f;
                }
                m_vDirGreed = new Vector3(0, -fgreed, 0);
            }
            m_bAttack     = true;
            m_fAttackTime = Time.time;
            m_goEffect1912011.SetActive(true);
            SoundPlay.Play("trap_cannon_sky", false, false);
        }
    }
Esempio n. 2
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    /// <summary>
    /// 释放技能主逻辑
    /// </summary>
    protected override bool ReleaseSkill(ref List <Life> RoleList, ref int nAttackIndex)
    {
        bool IsRelease = false;

        if (RoleList.Count > 0)
        {
            IsRelease = true;
            {
                Life    w       = RoleList[0];
                Vector3 posSrc  = m_goPao.transform.position;
                Vector3 posRole = new Vector3(w.GetPos().x, w.GetPos().y, w.GetPos().z);
                float   fgreed  = NdUtil.V2toAngle(posSrc, posRole, Vector3.right);
                if (fgreed < 0f || fgreed > 270)
                {
                    fgreed = 0f;
                }
                else if (fgreed > 180f)
                {
                    fgreed = 180f;
                }
                m_vDirGreed = new Vector3(0, -fgreed, 0);
                bool          InterruptSkill = false;
                GridActionCmd action         = null;
                if (w is Role)
                {
                    action = (w as Role).CurrentAction;
                }
                SkillReleaseInfo Info = m_Skill.SkillRelease(this, w, action, m_Skill.PropSkillInfo);
                w.ApplyDamage(Info, m_thisT);
            }
        }
        return(IsRelease);
    }
Esempio n. 3
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    /// <summary>
    /// 获取2个对象之间的夹角
    /// </summary>
    public static float GetAngle(Life Self, Life Target)
    {
        Vector3 from = Self.GetCenterPos();
        Vector3 to   = Target.GetCenterPos();

        return(NdUtil.V2toAngle(from, to, Vector3.right));
    }
Esempio n. 4
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    /// <summary>
    /// 释放技能主逻辑
    /// </summary>
    protected override bool ReleaseSkill(ref List <Life> RoleList, ref int nAttackIndex)
    {
        bool IsRelease = false;

        if (RoleList.Count > 0)
        {
            IsRelease = true;
            SetAnimator(Build_AnimatorState.Trigger30000);
            //foreach(Life w in RoleList)
            {
                Life    w       = RoleList[0];
                Vector3 posSrc  = Pao.transform.position;
                Vector3 posRole = new Vector3(w.GetPos().x, w.GetPos().y, w.GetPos().z);
                float   fgreed  = NdUtil.V2toAngle(posSrc, posRole, Vector3.right);
                m_vDirGreed = new Vector3(fgreed, 90f, 0);
                bool          InterruptSkill = false;
                GridActionCmd action         = null;
                if (w is Role)
                {
                    action = (w as Role).CurrentAction;
                }
                SkillReleaseInfo Info = m_Skill.SkillRelease(this, w, action, m_Skill.PropSkillInfo);
                w.ApplyDamage(Info, m_thisT);
            }
            m_bAttack     = true;
            m_fAttackTime = Time.time;
            ActiveEffect1915011(true);
        }
        return(IsRelease);
    }
Esempio n. 5
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    public override void Update()
    {
        base.Update();
        if (m_TimeCount < m_fDelay)
        {
            m_LifePrent.m_thisT.transform.position = start;
            return;
        }
        if (m_TimeCount < (m_fDelay + 3.02f))
        {
            if ((m_TimeCount - m_Delatime) <= m_fDelay)
            {
                SoundPlay.Play("back_ship", false, false);

                //SkillEffects._instance.LoadEffect("effect/prefab/", "2000201", start, 1.5f, dolphineDir);

                GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", m_effectName, start, null);
                if (gae != null)
                {
                    GameObjectActionEffectInit effectinit = new GameObjectActionEffectInit();
                    //effectinit.SetEffectMirror(dolphineDir);
                    gae.AddAction(effectinit);
                    GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.5f);
                    gae.AddAction(ndEffect);
                }
            }
            Vector3 pos    = bezier.GetPointAtTime((m_TimeCount - m_fDelay) / 3.0f);
            float   Angles = NdUtil.V2toAngle(pos, bezier.GetPointAtTime((m_TimeCount - m_fDelay) / 3.0f + 0.01f), Vector3.right) + 180;
            m_curangle = NdUtil.ClampAngle(Angles + 180, 0, 360f);
            //Debug.Log(m_curangle);
            if (m_bRotate)
            {
                if (dolphineDir == WalkDir.WALKRIGHT)
                {
                    m.SetAngle(-Angles);
                }
                else
                {
                    m.SetAngle(Angles);
                }
            }
            PlayAction(AnimatorState.Fly00000, pos, true);
            //NGUIUtil.DebugLog(m_TimeCount.ToString());
            //if (m_TimeCount >= 0.4f && m_TimeCount < 0.4f +Time.deltaTime)
            //{
            //    m_Skin.ProPerty.EnableTrail(true);
            //}
        }
        else
        {
            //PlayAction(AnimatorState.Fly00000, bezier.GetPointAtTime(1), true);
            //MoveAction(AnimatorState.Fly00000, Vector3.down * m_LifePrent.m_Attr.Flyspeed * Time.deltaTime, ActionMode.Delta);
            MoveAction(AnimatorState.Fly00000, Vector3.down * 10 * Time.deltaTime, ActionMode.Delta);
        }
    }
Esempio n. 6
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    float UpdateAimAt(bool bTriggle)
    {
        if (m_Skill.PropSkillInfo.m_LifeTarget != null && m_DurationRotate == 0)
        {
            Vector3 posSrc     = new Vector3(Pao.transform.position.x, Pao.transform.position.y, -2);
            Vector3 vTargetPos = m_Skill.PropSkillInfo.m_vTargetPos;
            if (!bTriggle)
            {
                if (m_Skill.PropSkillInfo.m_LifeTarget.isDead)
                {
                    vTargetPos = m_Skill.PropSkillInfo.m_vTargetPos;
                }
                else
                {
                    vTargetPos = m_Skill.PropSkillInfo.m_LifeTarget.GetPos();
                }
            }
            Vector3 posRole = new Vector3(vTargetPos.x, vTargetPos.y + 0.5f, -2);
            m_fdistance = Vector3.Distance(posSrc, posRole);
            float fgreed = NdUtil.V2toAngle(posSrc, posRole, Vector3.right);

            if (m_vCurGreed.x < 0)
            {
                m_vCurGreed.x = 360f + m_vCurGreed.x;
            }
            else if (m_vCurGreed.x > 360f)
            {
                m_vCurGreed.x = m_vCurGreed.x - 360f;
            }
            m_vStartGreed = m_vCurGreed;
            m_vDirGreed   = new Vector3(fgreed, 90f, 0);

            float fGreeddistance = m_vStartGreed.x - m_vDirGreed.x;
            fGreeddistance = fGreeddistance > 0 ? fGreeddistance : -fGreeddistance;
            if (fGreeddistance > 180f)
            {
                if (m_vStartGreed.x > m_vDirGreed.x)
                {
                    m_vDirGreed.x += 360f;
                }
                else if (m_vStartGreed.x < m_vDirGreed.x)
                {
                    m_vDirGreed.x -= 360f;
                }
                fGreeddistance = 360f - fGreeddistance;
            }

            m_DurationRotate = fGreeddistance / m_fGunRotateSpeed;
            m_bTriggle       = bTriggle;
        }
        return(m_DurationRotate);
    }
Esempio n. 7
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    /// <summary>
    /// 收集飞行轨迹
    /// </summary>
    private bool CollectFlyPath(List <Vector3> pos)
    {
        if (pos.Count < 2)
        {
            return(false);
        }
        //收集飞行数据点。
        for (int i = 0; i < pos.Count; i++)
        {
            if (NdUtil.V3Equal(pos[i], Vector3.zero))
            {
                continue;
            }
            FlyDataInfo Info = new FlyDataInfo();
            Info.Pos = new Vector3(pos[i].x, pos[i].y, 0);
            m_lFlyData.Add(Info);
        }
        //
        for (int i = 0; i < m_lFlyData.Count - 1; i++)
        {
            float       Angel = NdUtil.V2toAngle(m_lFlyData[i].Pos, m_lFlyData[i + 1].Pos, Vector3.right);
            FlyDataInfo Info  = m_lFlyData[i];
            Info.FlyDir = new Vector3(0, 0, Angel);
            float Distance = Vector3.Distance(m_lFlyData[i].Pos, m_lFlyData[i + 1].Pos);
            Info.FlyTime  = Distance / m_fSpeed;
            m_Duration   += Info.FlyTime;
            m_lFlyData[i] = Info;
            m_Lastdir     = (m_lFlyData[i + 1].Pos - m_lFlyData[i].Pos).normalized;
        }
        //
        FlyDataInfo Info1 = m_lFlyData[m_lFlyData.Count - 1];

        Info1.FlyDir = m_lFlyData[m_lFlyData.Count - 2].FlyDir;
        m_lFlyData[m_lFlyData.Count - 1] = Info1;
        m_Dir = (m_lFlyData[1].Pos.x - m_lFlyData[0].Pos.x > 0)? WalkDir.WALKRIGHT : WalkDir.WALKLEFT;

        return(true);
    }
Esempio n. 8
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    // Update is called once per frame
    void Update()
    {
        if (m_bpause)
        {
            return;
        }
        m_TimeCount += Time.deltaTime;
        if (m_type == BulletType.Missile)
        {
            Missile m   = GetComponent <Missile>();
            Vector3 pos = transform.localPosition;
            if (m_TimeCount < m_outtime)
            {
                pos = Vector3.Lerp(m_Start, m_fadeoutpos, m_TimeCount / m_outtime);
                transform.localPosition = pos;
                float Angles = NdUtil.V2toAngle(m_Start, m_fadeoutpos, Vector3.right);
                m.SetAngle(-Angles);
            }
            else if (m_TimeCount >= m_Duration)
            {
                //effect = SkillEffects._instance.LoadEffect("effect/prefab/", "1002061",transform.position,1.5f);
                GameObjectActionExcute       gae      = EffectM.LoadEffect(EffectM.sPath, "1002061", transform.position, BattleEnvironmentM.GetLifeMBornNode(true));
                GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.5f);
                gae.AddAction(ndEffect);
                effect = gae.gameObject;
                SoundPlay.Stop("missile_launch", false);
                SoundPlay.Play("missile_explosion", false, false);
                m_fun(m_skillinfo, 1);
                GameObject.Destroy(gameObject);
            }
            else
            {
                pos = myBezier.GetPointAtTime((m_TimeCount - m_outtime) / (m_Duration - m_outtime));
                float Angles = NdUtil.V2toAngle(pos, myBezier.GetPointAtTime((m_TimeCount - m_outtime) / (m_Duration - m_outtime) + 0.01f), Vector3.right);
                m.SetAngle(-Angles);
                transform.localPosition = pos;
            }
        }
        else
        {
            if (m_TimeCount < m_Duration)
            {
                Vector3 pos = transform.localPosition;
                //pos.x = Mathf.Lerp(m_Start.x,m_Destination.x,m_TimeCount/ m_Duration);
                pos = myBezier.GetPointAtTime(m_TimeCount / m_Duration);
                transform.localPosition = pos;
            }
            else if (m_TimeCount >= m_Duration)
            {
                if (m_skillinfo.m_type == 1005)
                {
                    if (m_TimeCount <= m_Duration + 0.5f)
                    {
                        Vector3 pos = transform.localPosition;
                        pos = myBezier1.GetPointAtTime((m_TimeCount - m_Duration) / 0.5f);
                        transform.localPosition = pos;
                    }
                    else if (m_TimeCount < m_Duration + 1f)
                    {
                        Vector3 pos = transform.localPosition;
                        pos = myBezier2.GetPointAtTime((m_TimeCount - m_Duration - 0.5f) / 0.5f);
                        transform.localPosition = pos;
                    }
                }
                if (m_TimeCount >= m_Duration + m_skillinfo.m_intone_speed * 0.001f)
                {
                    //Debug.Log(m_type   +"," + transform.position);
                    transform.localPosition = m_Destination;
                    if (m_skillinfo.m_type != 1028)
                    {
                        m_fun(m_skillinfo, 1);
                    }

                    //SkillEffects._instance.LoadEffect("effect/prefab/", m_info.m_hiteffect.ToString(),transform.position,1.5f);
                    if (m_info.m_hiteffect != 0)
                    {
                        Vector3 pos = transform.position;
                        pos.z = -1.5f;
                        GameObjectActionExcute     gae  = EffectM.LoadEffect(EffectM.sPath, m_info.m_hiteffect.ToString(), pos, BattleEnvironmentM.GetLifeMBornNode(true));
                        GameObjectActionEffectInit init = new GameObjectActionEffectInit();
                        init.SetEffectMirror(m_dir);
                        gae.AddAction(init);
                        GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.5f);
                        gae.AddAction(ndEffect);
                    }

                    if (m_info.m_hitaudio != "")
                    {
                        SoundPlay.Play(m_info.m_hitaudio, false, false);
                    }
                    GameObject.Destroy(gameObject);
                }
            }
        }

        /*else if (m_type == BulletType.Bullet )
         * {
         *      Vector3 pos = transform.localPosition;
         *      pos.x = Mathf.Lerp(m_Start.x,m_Destination.x,m_TimeCount/ m_Duration);
         *      transform.localPosition = pos;
         *      if (m_TimeCount>= m_Duration)
         *      {
         *              m_fun(m_skillinfo,1);
         *              GameObject.Destroy(gameObject);
         *      }
         * }
         * else if (m_type == BulletType.Grenade)
         * {
         *      Vector3 pos = transform.localPosition;
         *      //pos.x = Mathf.Lerp(m_Start.x,m_Destination.x,m_TimeCount/ m_Duration);
         *      pos = myBezier.GetPointAtTime(m_TimeCount/m_Duration);
         *      transform.localPosition = pos;
         *      if (m_TimeCount>= m_Duration)
         *      {
         *              //Debug.Log(m_type   +"," + transform.position);
         *              transform.localPosition = m_Destination;
         *              m_fun(m_skillinfo,1);
         *              SkillEffects._instance.LoadEffect("effect/prefab/", "1002081",transform.position,1.5f);
         * SoundPlay.Play("grenade_explosion",false ,false);
         * GameObject.Destroy(gameObject);
         *      }
         * }
         * else if (m_type == BulletType.Snowball)
         * {
         *      Vector3 pos = transform.localPosition;
         *      pos = myBezier.GetPointAtTime(m_TimeCount/m_Duration);
         *      transform.localPosition = pos;
         *      if (m_TimeCount>= m_Duration)
         *      {
         *              //Debug.Log(m_type +"," +transform.position);
         *              transform.localPosition = m_Destination;
         *              m_fun(m_skillinfo,1);
         *              SkillEffects._instance.LoadEffect("effect/prefab/", "1002101",transform.position,1.5f);
         * GameObject.Destroy(gameObject);
         *      }
         * }
         * else if (m_type == BulletType.Poison)
         * {
         *      Vector3 pos = transform.localPosition;
         *      pos = myBezier.GetPointAtTime(m_TimeCount/m_Duration);
         *      transform.localPosition = pos;
         *      //Debug.Log(m_Start + ",  " + m_Destination + ",  " + pos  + ", " + m_TimeCount + "," + m_Duration);
         *      if (m_TimeCount>= m_Duration)
         *      {
         *              //Debug.Log(m_type +"," +transform.position);
         *              transform.localPosition = m_Destination;
         *              m_fun(m_skillinfo,1);
         *              SkillEffects._instance.LoadEffect("effect/prefab/", "1052031",transform.position,1f);
         *              GameObject.Destroy(gameObject);
         *              SoundPlay.Play("skill_money_dy",false ,false);
         *      }
         * }
         * else if (m_type == BulletType.ling)
         * {
         *      Vector3 pos = transform.localPosition;
         *      pos = myBezier.GetPointAtTime(m_TimeCount/m_Duration);
         *      transform.localPosition = pos;
         *      //Debug.Log(m_Start + ",  " + m_Destination + ",  " + pos  + ", " + m_TimeCount + "," + m_Duration);
         *      if (m_TimeCount>= m_Duration)
         *      {
         *              //Debug.Log(m_type +"," +transform.position);
         *              transform.localPosition = m_Destination;
         *              m_fun(m_skillinfo,1);
         *              //SkillEffects._instance.LoadEffect("effect/prefab/", "1052031",transform.position,1f);
         *              GameObject.Destroy(gameObject);
         *      }
         * }
         * else if (m_type == BulletType.bomb1028)
         * {
         * Vector3 pos = transform.localPosition;
         * pos.x = Mathf.Lerp(m_Start.x, m_Destination.x, m_TimeCount / m_Duration);
         * transform.localPosition = pos;
         * if (m_TimeCount >= m_Duration)
         * {
         * //m_fun(m_skillinfo, 1);
         * SkillEffects._instance.LoadEffect("effect/prefab/", "1003031", transform.position, 1.3f);
         * GameObject.Destroy(gameObject);
         * }
         * }*/
    }
Esempio n. 9
0
    /// <summary>
    /// 释放技能主逻辑
    /// </summary>
    protected override bool ReleaseSkill(ref List <Life> RoleList, ref int nAttackIndex)
    {
        bool IsRelease = false;

        m_AttackRoleList.Clear();
        m_SkillReleaseInfoList.Clear();
        if (RoleList.Count > 0)
        {
            if (nAttackIndex == 0)
            {
                IsRelease      = true;
                m_fAttackTimer = Time.time;
                Vector3 posSrc  = m_goEffectLeft1905021_03.transform.position;
                Vector3 posRole = new Vector3(RoleList[0].GetPos().x, RoleList[0].GetPos().y + 1.5f, RoleList[0].GetPos().z);
                float   fRate   = Vector2.Distance(posSrc, posRole) / 3.8f;
                m_goEffectLeft1905021_03.transform.localScale = new Vector3(fRate, 1.0f, 1.0f);
                float fAngle = NdUtil.V2toAngle(posSrc, posRole, Vector2.right);
                m_goEffectLeft1905021_03.transform.rotation = Quaternion.Euler(new Vector3(0, 180f, fAngle));

                posSrc = m_goEffectRight1905021_03.transform.position;
                fRate  = Vector2.Distance(posSrc, posRole) / 3.8f;
                m_goEffectRight1905021_03.transform.localScale = new Vector3(fRate, 1.0f, 1.0f);
                fAngle = NdUtil.V2toAngle(posSrc, posRole, Vector2.right);
                m_goEffectRight1905021_03.transform.rotation = Quaternion.Euler(new Vector3(0, 180f, fAngle));


                foreach (Life w in RoleList)
                {
                    IsRelease = true;
                    GridActionCmd action = null;
                    if (w is Role)
                    {
                        action = (w as Role).CurrentAction;
                    }
                    SkillReleaseInfo Info = m_Skill.SkillRelease(this, w, action, m_Skill.PropSkillInfo);
                    m_SkillReleaseInfoList.Add(Info);
                    m_AttackRoleList.Add(w);
                }
                m_bAttack = true;
            }
            int nRoleCount = m_AttackRoleList.Count;
            for (int nCnt = 0; nCnt < nRoleCount; nCnt++)
            {
                Life w = m_AttackRoleList[nCnt];

                if (!w.InBoat || w.isDead)
                {
                    continue;
                }
                SkillReleaseInfo info  = m_SkillReleaseInfoList[nCnt];
                BuildSkill       rs    = m_Skill as BuildSkill;
                float            power = rs.PropSkillInfo.GetAttackPower(nAttackIndex + 1);
                info.m_Damage    = (int)(info.m_Damage * power);
                info.mOwnerLevel = m_Attr.Level;
                w.ApplyDamage(info, m_thisT);
            }
            if (nRoleCount > 0)
            {
                SoundPlay.Play("Trap/trap_electricshock", false, false);
            }
        }
        return(IsRelease);
    }