Esempio n. 1
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 // Use this for initialization
 void Awake()
 {
     //Application.targetFrameRate = 60;
     NeatlyTimer.Init();
     MainBattleManager.Instance.Start();
     MainBattleManager.Instance.InitLogicTime(1 / BattleLogicDefine.logicSecFrame);
 }
Esempio n. 2
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    public void Awake()
    {
        Instance = this;
        NeatlyTimer.Init();
        meshRenderer = gameObject.AddComponent <MeshRenderer>();
        meshFilter   = gameObject.AddComponent <MeshFilter>();
        meshSeqList  = AnimatorSequence.LoadMeshSequences("SK_Blue_CasterMinion_000");
        //        meshSeqList = AnimatorSequence.LoadMeshSequences("Footman_Blue");

        shareMaterial = new[] { material };
        meshRenderer.sharedMaterials = shareMaterial;
        combineMap = new Dictionary <int, CombineInstance[]>();
    }
Esempio n. 3
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        private void DieOne(float deg)
        {
            int randIndex     = Random.Range(0, soldierIndexList.Count);
            var soldierObject = GetSoldierByIndex(soldierIndexList[randIndex]);

            soldierObject.SetState(TroopAnimState.Die);
            m_CacheDieSoldier.Add(soldierObject);
            //固定时间后回收
            soldierObject.SetParent(MainBattleManager.Instance.m_BattleViewRoot);
            //SoarDTween.Alpha(soldierObject.Renderer, 0, 1);
            NeatlyTimer.AddClock(soldierObject, f =>
            {
                soldierObject.Dispose();
                m_CacheDieSoldier.Clear();
            }, 1.2f, true);
            soldierIndexList.RemoveAt(randIndex);
        }
Esempio n. 4
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 public void SetState(TroopAnimState state)
 {
     if (m_CurrentState == state)
     {
         return;
     }
     if (state == TroopAnimState.Die)
     {
         m_CurrentState = state;
         //执行
         Play();
         //渐隐
         NeatlyTimer.AddClock(this, f => { this.SetActive(false); }, 2, true);
         return;
     }
     if (m_CurrentState == TroopAnimState.Attack)
     {
         return;
     }
     m_CurrentState = state;
     Play();
 }
Esempio n. 5
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        public static GameObject AddFrame(string name, Action <float> action, float intervalClock = 1, bool once = false)
        {
            Transform       Root  = MainBattleManager.Instance.m_BattleViewRoot;
            Transform       trans = Root.Find(name);
            NeatlyBehaviour frame;

            if (trans == null)
            {
                frame = new GameObject(name).AddComponent <NeatlyBehaviour>();
                frame.transform.SetParent(Root);
            }
            else
            {
                frame = trans.GetComponent <NeatlyBehaviour>();
                if (frame == null)
                {
                    frame = trans.gameObject.AddComponent <NeatlyBehaviour>();
                }
            }
            NeatlyTimer.AddFrame(frame, action);
            return(frame.gameObject);
        }
Esempio n. 6
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 public void Dispose()
 {
     NeatlyTimer.Remove(this);
     MainBattleManager.Instance.RecycleSoldierObject(mData.type, this);
 }
Esempio n. 7
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 public void Init(MeshSequence[] seqArray)
 {
     meshSeqArray = seqArray;
     Play(AnimatorSeqDef.Attack1);
     NeatlyTimer.AddClock(this, this.OnClock, meshSeq.frameTime);
 }
Esempio n. 8
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 public static void Remove(object timeObj)
 {
     NeatlyTimer.Remove(timeObj as GameObject);
 }
Esempio n. 9
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 protected void Start()
 {
     NeatlyTimer.AddFrame(this, FrameUpdate);
 }