Esempio n. 1
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    /// <summary>
    /// 创建开始,循环阶段特效
    /// </summary>
    private void CreateStartFXAndLoopFX()
    {
        if (VO.Link_id > 0 && !VO.Is_master)
        {
            //连线 buff, 被链接方,不播特效
            return;
        }


        SkillBuff buffConfig = m_SkillProxy.GetBuff((int)VO.ID);

        CfgSkillSystemProxy skillProxy = GameFacade.Instance.RetrieveProxy(ProxyName.CfgSkillSystemProxy) as CfgSkillSystemProxy;

        if (Leyoutech.Utility.EffectUtility.IsEffectNameValid(buffConfig.StartFx))
        {
            EffectController StartFX = EffectManager.GetInstance().CreateEffect(buffConfig.StartFx, EffectManager.GetEffectGroupNameInSpace(BuffProperty.IsMain()));
            //StartFX.transform.SetParent(BuffEffect.m_SelfTransform, false);
            BuffEffect.SetStartEffectController(StartFX);
            StartFX.SetCreateForMainPlayer(BuffProperty.IsMain());
        }

        if (Leyoutech.Utility.EffectUtility.IsEffectNameValid(buffConfig.LoopFx))
        {
            EffectController LoopFX = EffectManager.GetInstance().CreateEffect(buffConfig.LoopFx, EffectManager.GetEffectGroupNameInSpace(BuffProperty.IsMain()), OnCreateStartAndLoopFX, this);
            //LoopFX.transform.SetParent(BuffEffect.m_SelfTransform, false);
            BuffEffect.SetLoopEffectController(LoopFX);
            LoopFX.SetCreateForMainPlayer(BuffProperty.IsMain());
        }
    }
Esempio n. 2
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 void buffProcess(SkillBuff n)
 {
     if (n.target == SkillTarget.Target.Area)
     {
         Matrix4x4   mt    = Matrix4x4.TRS(mUnit.pos, Quaternion.LookRotation(mUnit.dir), Vector3.one).inverse;
         List <Unit> units = mUnit.mgr.getUnitInArea(UnitType.Monster | UnitType.Player, n.area, mt);
         for (int i = 0; i < units.Count; ++i)
         {
             Unit u = units [i];
             if (!mUnit.isRelation(u, (int)n.relation))
             {
                 continue;
             }
             u.buff.addBuff(n.id);
         }
     }
     else
     {
         if ((n.relation & UnitRelation.Self) != 0)
         {
             mUnit.buff.addBuff(n.id);
         }
         Unit u = mUnit.skill.targetUnit;
         if (u != null && mUnit.isRelation(u, (int)n.relation))
         {
             u.buff.addBuff(n.id);
         }
     }
 }
Esempio n. 3
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    public void SetBuffActive(CharacterState target, int effectPos)
    {
        if (target.Invisible && target.groupIndex == 0)
        {
            return;
        }
        List <SkillBuff> buffs = SkillBuffManager.GetInst().GetSkillBuffListByCs(target);

        buffs.Sort(SortSkillBuff);
        SkillBuff mExitBuff = buffs.Find(a => a.node.effectPos == effectPos && a.buffGo != null && a.buffGo.gameObject.activeSelf);
        SkillBuff mCurBuff  = buffs.Find(a => a.node.effectPos == effectPos && a.buffGo != null && !a.buffGo.gameObject.activeSelf);

        if (mExitBuff != null)
        {
            if (mCurBuff != null)
            {
                if (buffs.IndexOf(mCurBuff) > buffs.IndexOf(mExitBuff) && mCurBuff.id != mExitBuff.id)
                {
                    mExitBuff.buffGo.gameObject.SetActive(false);
                    mCurBuff.buffGo.gameObject.SetActive(true);
                }
            }
        }
        else
        {
            if (mCurBuff != null)
            {
                mCurBuff.buffGo.gameObject.SetActive(true);
            }
        }
    }
Esempio n. 4
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    public SkillBuff AddBuffTo(SkillBuff sBuff, CharacterState cs, CharacterState attackerCS, SkillNode skillNode, int lvl, bool needCheck)
    {
        List <CharacterState> keys = new List <CharacterState>(CharBuffs.Keys);

        for (int i = keys.Count - 1; i >= 0; i--)
        {
            if (keys [i] == null)
            {
                CharBuffs.Remove(keys[i]);
            }
        }
        if (CheckCanAdd(sBuff, cs, attackerCS) || !needCheck)
        {
            if (CharBuffs.ContainsKey(cs))
            {
                CharBuffs[cs].Add(sBuff);
            }
            else
            {
                List <SkillBuff> buffs = new List <SkillBuff>();
                buffs.Add(sBuff);
                CharBuffs.Add(cs, buffs);
            }
            sBuff.target   = cs;
            sBuff.attacker = attackerCS;
            sBuff.SetBuffSkillNode(skillNode, lvl);
            sBuff.showHud = GameLibrary.Instance().ShouldShowHud(cs, attackerCS);
            sBuff.Init();
            AddCalculateCurTargetProp(cs, sBuff);
            //sBuff.Excute(cs);
            cs.OnDead += (CharacterState mcs) => RemoveCalculateCurTargetProp(mcs, sBuff);
            return(sBuff);
        }
        return(null);
    }
Esempio n. 5
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    public List <SkillBuff> AddSpecialBuffs(CharacterState cs)
    {
        List <SkillBuff> mSpecialBuffs = new List <SkillBuff>();

        for (int i = 0; i < specialBuffs.Length; i++)
        {
            if (specialBuffs[i] is Array)
            {
                Array o = (Array)specialBuffs[i];
                if (o != null && o.Length == 3)
                {
                    object a       = o.GetValue(0);
                    long   mBuffId = long.Parse(a.ToString());
                    if ((SkillBuffType)mBuffId == SkillBuffType.Summon)
                    {
                        continue;
                    }
                    float     mBuffValue = float.Parse(o.GetValue(2).ToString());
                    SkillBuff mTempBuff  = SkillBuffManager.GetInst().AddBuffs(mBuffValue, new object[2] {
                        a, o.GetValue(1)
                    }, cs, cs, this, cs.CharData.lvl, false);
                    mSpecialBuffs.Add(mTempBuff);
                }
            }
        }
        return(mSpecialBuffs);
    }
Esempio n. 6
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 public void RemoveCalculateCurTargetProp(CharacterState cs, SkillBuff sBuff)
 {
     if (cs != null && CharBuffs.ContainsKey(cs) && CharBuffs[cs].Contains(sBuff))
     {
         float resultValue = 0;
         //查找和当前buff同类型的
         List <SkillBuff> mCurSkillBuff = CharBuffs[cs].FindAll(a => a != sBuff && a.node.type == sBuff.node.type && a.node.buffActionType == sBuff.node.buffActionType);
         //增益减益的不存在取当前值,存在取差值,其它的只有最后一个buff存在的值才为0
         if ((sBuff.node.type == BuffType.increase || sBuff.node.type == BuffType.decrease) && (SkillBuffType)sBuff.id != SkillBuffType.AbsorbDamage)
         {
             if (mCurSkillBuff.Count > 0)
             {
                 mCurSkillBuff.Sort((a, b) => Mathf.FloorToInt(b.baseValue - a.baseValue));
                 if (sBuff.baseValue > mCurSkillBuff[0].baseValue)
                 {
                     resultValue = sBuff.baseValue - mCurSkillBuff[0].baseValue;
                 }
             }
             else
             {
                 resultValue = sBuff.baseValue;
             }
         }
         else
         {
             resultValue = mCurSkillBuff.Count;
         }
         sBuff.Reverse(cs, resultValue);
     }
 }
Esempio n. 7
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    public GameObject AddAttackEffect(string id, GameObject target, SkillNode skillNode, Transform emissionPoint = null)
    {
        string idIndex = id;

        if (skillNode != null && skillNode.site == 0 &&
            (cs.mCurMobalId == MobaObjectID.HeroXiaohei || cs.mCurMobalId == MobaObjectID.HeroChenmo))
        {
            SkillBuff buff = SkillBuffManager.GetInst().GetSkillBuffListByCs(cs).Find
                                 (a => (SkillBuffType)a.id == SkillBuffType.Talent && a.attacker == cs);
            if (buff != null)
            {
                idIndex += "_1";
            }
        }
        else if (skillNode != null && skillNode.site == 1 && cs.mCurMobalId == MobaObjectID.HeroLuosa)
        {
            SkillBuff buff = SkillBuffManager.GetInst().GetSkillBuffListByCs(cs).Find
                                 (a => (SkillBuffType)a.id == SkillBuffType.SkillTalent && a.attacker == cs);
            idIndex += buff != null ? "_2_1" : "_1_1";
        }
        GameObject effect_go = BattleUtil.AddEffectTo(GetEffectResourceRoot() + idIndex, transform, id, skillNode, cs);

        if (effect_go != null)
        {
            effect_go.transform.parent = nip.transform;
            if (emissionPoint != null)
            {
                effect_go.transform.position = emissionPoint.position;
            }
        }
        return(effect_go);
    }
Esempio n. 8
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    public Buff(BuffVO vo, IBuffProperty property)
    {
        VO           = vo;
        BuffProperty = property;

        // Cache
        m_SkillProxy    = GameFacade.Instance.RetrieveProxy(ProxyName.CfgSkillSystemProxy) as CfgSkillSystemProxy;
        m_GameplayProxy = GameFacade.Instance.RetrieveProxy(ProxyName.GameplayProxy) as GameplayProxy;

        Leyoutech.Utility.DebugUtility.LogWarning("Buff", string.Format("创建一个Buff ---> 归属entity = {0} , Buff ID = {1}", BuffProperty.EntityId(), VO.ID));

        SkillBuff configVO = m_SkillProxy.GetBuff((int)VO.ID);

        if (configVO.ByteBuffer != null)
        {
            BuffEffect = BuffEffectBase.GetBuffEffectByType((BuffEffectType)configVO.BuffEffectId, this);
            Transform        selfTf      = BuffProperty.GetRootTransform();
            SpacecraftEntity otherEntity = m_GameplayProxy.GetEntityById <SpacecraftEntity>(VO.Link_id) as SpacecraftEntity;
            Transform        otherTf     = null;
            if (otherEntity != null && !otherEntity.IsDead())
            {
                otherTf = otherEntity.GetRootTransform();
            }

            BuffEffect.Init(selfTf, otherTf);
        }
        else
        {
            BuffEffect = new BuffEffectBase(this);
        }
    }
Esempio n. 9
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 bool CheckCanAdd(SkillBuff sBuff, CharacterState cs, CharacterState attackerCS)
 {
     if (attackerCS == null)
     {
         return(cs.RecieveControl);
     }
     if (attackerCS.groupIndex != cs.groupIndex)
     {
         if (cs.RecieveControl)
         {
             if (GameLibrary.Instance().CheckNotHeroBoss(cs))
             {
                 return((sBuff.node.type == BuffType.decrease || sBuff.node.type == BuffType.continuousDecrease || sBuff.node.type == BuffType.DelayEffective) && sBuff.id != (long)SkillBuffType.Slow);
             }
             else
             {
                 return(sBuff.node.type == BuffType.control || sBuff.node.type == BuffType.decrease || sBuff.node.type == BuffType.translate || sBuff.node.type == BuffType.continuousDecrease || sBuff.node.type == BuffType.DelayEffective);
             }
         }
         else
         {
             return(false);
         }
     }
     else
     {
         return(sBuff.node.type == BuffType.increase || sBuff.node.type == BuffType.immune || sBuff.node.type == BuffType.other || sBuff.node.type == BuffType.continuousIncrease || sBuff.node.type == BuffType.talent || sBuff.node.type == BuffType.Summon);
     }
 }
Esempio n. 10
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        protected override void takeAction(SkillEffect effect)
        {
            SkillBuff buff = effect as SkillBuff;

            if (buff != null && buff.IsMutuallyExclusive(mMutex))
            {
                effect.Stop(StopReason);
            }
        }
Esempio n. 11
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        protected override void takeAction(SkillEffect effect)
        {
            SkillBuff buff = effect as SkillBuff;

            if (buff != null && buff.HasStunEffect)
            {
                effect.Stop(StopReason);
            }
        }
Esempio n. 12
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        protected override void takeAction(SkillEffect effect)
        {
            SkillBuff buff = effect as SkillBuff;

            if (buff != null && buff.SameGroup(mGroupID))
            {
                buff.Stop(StopReason);
            }
        }
Esempio n. 13
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    public int GetEffect()
    {
        SkillBuff configVO = m_SkillProxy.GetBuff((int)VO.ID);

        if (configVO.ByteBuffer != null)
        {
            return(configVO.PropEffect);
        }
        return(0);
    }
Esempio n. 14
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 public void RemoveBuffFrom(SkillBuff sBuff, CharacterState cs)
 {
     if (CharBuffs.ContainsKey(cs))
     {
         if (CharBuffs[cs].Contains(sBuff))
         {
             CharBuffs[cs].Remove(sBuff);
         }
     }
 }
Esempio n. 15
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 private int SortSkillBuff(SkillBuff a, SkillBuff b)
 {
     if (a.node.priorityBuff == b.node.priorityBuff)
     {
         return(b.node.priorityShow - a.node.priorityShow);
     }
     else
     {
         return(b.node.priorityBuff - a.node.priorityShow);
     }
 }
Esempio n. 16
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 private void SetSkillBtnCD(bool b)
 {
     if (!b)
     {
         mExistBuff = SkillBuffManager.GetInst().GetSkillBuffListByCs(target).Find(a => a != this && (SkillBuffType)a.id == SkillBuffType.Silence);
     }
     if (target == CharacterManager.playerCS)
     {
         mFightTouch.ChangeAllCDTo(b ? b : !(mExistBuff == null && GameLibrary.Instance().CanControlSwitch(target.pm)));
     }
 }
Esempio n. 17
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    public override void Reverse(CharacterState cs, float mCurValue)
    {
        base.Reverse(cs, mCurValue);
        SkillBuff mPetrifiedBuff = SkillBuffManager.GetInst().GetSkillBuffListByCs(target).Find(a => a != this && a.id == id);

        if (mPetrifiedBuff == null)
        {
            SetSkinedPetrified(false);
            cs.pm.ani.speed = cs.animSpeed;
        }
    }
Esempio n. 18
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    public void CheckBuffPlaySound(uint buffId, bool isOpen)
    {
        CfgSkillSystemProxy skillProxy = GameFacade.Instance.RetrieveProxy(ProxyName.CfgSkillSystemProxy) as CfgSkillSystemProxy;
        SkillBuff           configVO   = skillProxy.GetBuff((int)buffId);

        if (isOpen && configVO.SoundAppearance > 0)
        {
            WwiseUtil.PlaySound(configVO.SoundAppearance, false, null);
        }
        else if (!isOpen && configVO.SoundEnd > 0)
        {
            WwiseUtil.PlaySound(configVO.SoundEnd, false, null);
        }
    }
Esempio n. 19
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 public void RemoveContinousSkillBuff(SkillBuff tempBuff)
 {
     if (tempBuff.node.type == BuffType.continuousDecrease || tempBuff.node.type == BuffType.continuousIncrease)
     {
         if (tempBuff.node.type == BuffType.continuousDecrease)
         {
             CDTimer.GetInstance().RemoveCD((tempBuff as BF_Bleeding).bleedCd);
         }
         else
         {
             CDTimer.GetInstance().RemoveCD((tempBuff as BF_Restore).restoreCd);
         }
     }
 }
Esempio n. 20
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 public object OnClearBuff(params object[] objs)
 {
     foreach (ushort k in buffs.Keys)
     {
         SkillBuff buff = buffs[k];
         foreach (GameObject obj in buff.buffs)
         {
             obj.AddComponent <DestoryObject>();
         }
     }
     Owner.property.lockOpera = false;
     buffs.Clear();
     return(null);
 }
Esempio n. 21
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    public List <SkillBuff> GetAllDebuffByCs(CharacterState cs)
    {
        List <SkillBuff> resultList = new List <SkillBuff>();
        List <SkillBuff> tempList   = GetSkillBuffListByCs(cs);

        for (int i = 0; i < tempList.Count; i++)
        {
            SkillBuff tempBuff = tempList[i];
            if (tempBuff.node.type == BuffType.control || tempBuff.node.type == BuffType.decrease || tempBuff.node.type == BuffType.continuousDecrease || tempBuff.node.type == BuffType.DelayEffective)
            {
                resultList.Add(tempBuff);
            }
        }
        return(resultList);
    }
Esempio n. 22
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    public static SkillNode createNode(Type nodeType)
    {
        SkillNode n = null;

        switch (nodeType)
        {
        case SkillNode.Type.Action:
            n = new SkillAction();
            break;

        case SkillNode.Type.Anim:
            n = new SkillAnim();
            break;

        case SkillNode.Type.Harm:
            n = new SkillHarm();
            break;

        case SkillNode.Type.Bullet:
            n = new SkillBullet();
            break;

        case SkillNode.Type.Buff:
            n = new SkillBuff();
            break;

        case SkillNode.Type.Event:
            n = new SkillEvent();
            break;

        case SkillNode.Type.Move:
            n = new SkillMove();
            break;

        case SkillNode.Type.Lua:
            n = new SkillLua();
            break;

        default:
            Debug.LogError("unsurpport skillnode type:" + nodeType);
            return(null);
        }
        return(n);
    }
Esempio n. 23
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        public object OnAddBuff(params object[] objs)
        {
            ushort wBuffID = Convert.ToUInt16(objs[0]);

            InitBuff(wBuffID);
            BuffInfor infor;
            FxAsset   assert;

            OnRemoveBuff(wBuffID);
            if (globalBuffsTemps.TryGetValue(wBuffID, out infor))
            {
                if (infor.infor.AttributeKey1.CompareTo("atForbitMove") == 0)
                {
                    Owner.property.lockOpera = true;
                }
                assert = infor.assert;
                int       len  = infor.bindPoints.Length;
                SkillBuff buff = new SkillBuff();

                buffs[wBuffID] = buff;
                buff.wBuffID   = wBuffID;
                buff.infor     = infor.infor;
                buff.buffs     = new GameObject[len];
                for (int i = 0; i < len; i++)
                {
                    GameObject g = assert.CloneAndAddToParent(Owner.transform, Vector3.up * 1.5f);
                    if (null == g)
                    {
                        return(null);
                    }
                    buff.buffs[i] = g;
                    ObjectUtil.SetTagWithAllChildren(g, CameraLayerManager.GetInstance().GetMissionSignName());
                    Transform t = Owner.GetChildTransform(infor.bindPoints[i]);
                    if (null != t)
                    {
                        g.transform.parent = t;
                    }
                    g.transform.localPosition = Vector3.zero;
                    g.transform.localScale    = Vector3.one;
                }
            }
            return(null);
        }
Esempio n. 24
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    private void RemoveBuffFXAndCreateEndFX()
    {
        if (VO.Link_id > 0 && !VO.Is_master)
        {
            //连线 buff, 被链接方,不播特效
            return;
        }

        // 创建结束特效
        SkillBuff buffVO = m_SkillProxy.GetBuff((int)VO.ID);

        if (Leyoutech.Utility.EffectUtility.IsEffectNameValid(buffVO.EndFX))
        {
            EffectController EndFX = EffectManager.GetInstance().CreateEffect(buffVO.EndFX, EffectManager.GetEffectGroupNameInSpace(BuffProperty.IsMain()));
            //EndFX.transform.SetParent(BuffEffect.m_SelfTransform, false);
            BuffEffect.SetEndEffectController(EndFX);
            EndFX.SetCreateForMainPlayer(BuffProperty.IsMain());
        }
    }
Esempio n. 25
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 public void SetControlSwitch(bool b)
 {
     if (b)
     {
         canControlSwitch++;
     }
     else
     {
         canControlSwitch--;
     }
     if (cs == CharacterManager.playerCS)
     {
         SkillBuff mExistBuff = null;
         if (!b)
         {
             mExistBuff = SkillBuffManager.GetInst().GetSkillBuffListByCs(cs).Find(a => (SkillBuffType)a.id == SkillBuffType.Silence);
         }
         FightTouch._instance.ChangeAllCDTo(b ? b: !(mExistBuff == null && GameLibrary.Instance().CanControlSwitch(this)));
     }
 }
Esempio n. 26
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    public override void Excute(CharacterState cs, float mCurValue)
    {
        base.Excute(cs, mCurValue);
        //查询所有的减益效果
        List <SkillBuff> mAllDebuff = SkillBuffManager.GetInst().GetAllDebuffByCs(cs);

        for (int i = mAllDebuff.Count - 1; i >= 0; i--)
        {
            SkillBuff mTempBuff = mAllDebuff[i];
            if (mTempBuff.node.type == BuffType.DelayEffective)
            {
                SkillBuffManager.GetInst().RemoveBuffFrom(mTempBuff, mTempBuff.target);
                mTempBuff.RemoveBuffEffect();
            }
            else
            {
                SkillBuffManager.GetInst().RemoveCalculateCurTargetProp(mTempBuff.target, mTempBuff);
            }
            SkillBuffManager.GetInst().RemoveContinousSkillBuff(mTempBuff);
        }
    }
Esempio n. 27
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    public static SkillEffect AllocSkillEffect(SkillEffectInitParam param)
    {
        System.Type paramType = param.GetType();

        SkillEffect result = null;

        if (paramType == typeof(SkillBuffInitParam))
        {
            result = new SkillBuff();
        }
        else if (paramType == typeof(SkillImpactInitParam))
        {
            result = new SkillImpact();
        }
        // else if branch.
        else
        {
            ErrorHandler.Parse(ErrorCode.LogicError, "allocate skill effect failed: invalid skilleffect type");
        }

        return(result);
    }
Esempio n. 28
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        public object OnRemoveBuff(params object[] objs)
        {
            ushort wBuffID = Convert.ToUInt16(objs[0]);

            OnRemoveBuff(wBuffID);

            Dictionary <ushort, BuffInfor> globalBuffsTemps = new Dictionary <ushort, BuffInfor>();

            if (Owner.property.lockOpera)
            {
                Owner.property.lockOpera = false;
                foreach (KeyValuePair <ushort, SkillBuff> kvp in buffs)
                {
                    SkillBuff sb = kvp.Value;
                    if (sb.infor.AttributeKey1.IndexOf("atForbitMove") == 0)
                    {
                        Owner.property.lockOpera = true;
                        break;
                    }
                }
            }
            return(null);
        }
Esempio n. 29
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 /// <summary>
 /// 通过目标和buff类型判断添加buff之后造成的效果
 /// </summary>
 /// <param name="cs"></param>
 /// <param name="sBuff"></param>
 public void AddCalculateCurTargetProp(CharacterState cs, SkillBuff sBuff)
 {
     if (CharBuffs.ContainsKey(cs))
     {
         float            resultValue   = 0;
         List <SkillBuff> mCurSkillBuff = new List <SkillBuff>();
         //持续减益/增益类buff相互抵消
         if (sBuff.node.type == BuffType.continuousDecrease || sBuff.node.type == BuffType.continuousIncrease)
         {
             SkillBuff tempBuff = CharBuffs[cs].Find(a => a != sBuff && a.node.type == sBuff.node.type && a.skillNode.skill_id == sBuff.skillNode.skill_id);
             if (tempBuff != null)
             {
                 tempBuff.Reverse(cs, tempBuff.baseValue);
                 RemoveContinousSkillBuff(tempBuff);
             }
         }
         else
         {
             //查找和当前buff同类型的
             mCurSkillBuff = CharBuffs[cs].FindAll(a => a != sBuff && a.node.type == sBuff.node.type && a.node.buffActionType == sBuff.node.buffActionType);
         }
         //不存在取当前值,存在取差值
         if (mCurSkillBuff.Count > 0)
         {
             mCurSkillBuff.Sort((a, b) => Mathf.FloorToInt(b.baseValue - a.baseValue));
             if (sBuff.baseValue > mCurSkillBuff[0].baseValue)
             {
                 resultValue = sBuff.baseValue - mCurSkillBuff[0].baseValue;
             }
         }
         else
         {
             resultValue = sBuff.baseValue;
         }
         sBuff.Excute(cs, resultValue);
     }
 }
Esempio n. 30
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    /// <summary>
    /// 显示BuffIcon
    /// </summary>
    public void OnAddBufferIcon(SpacecraftEntity target)
    {
        RectTransform view = null;

        if (m_UIDToRectTranform1.ContainsKey(target.GetUId()))
        {
            view = m_UIDToRectTranform1[target.GetUId()].view;
        }
        else
        {
            if (m_UIDToRectTranform2.ContainsKey(target.GetUId()))
            {
                view = m_UIDToRectTranform2[target.GetUId()].view;
            }
            else
            {
                return;
            }
        }

        Transform bufferIconBox = view.Find("BuffIconBox");

        if (bufferIconBox == null)
        {
            return;
        }
        bufferIconBox.gameObject.SetActive(true);
        Transform iconTemplate = bufferIconBox.GetChild(0);

        iconTemplate.gameObject.SetActive(false);
        int index = 0;

        if (target.GetAllBuffs().Count > 0)
        {
            foreach (KeyValuePair <uint, Buff> buffID2Value in target.GetAllBuffs())
            {
                SkillBuff configVO = m_SkillProxy.GetBuff((int)buffID2Value.Key);


                Transform iconTras;
                if (configVO.ByteBuffer != null)
                {
                    if ((BufferType)configVO.BuffHudShow == BufferType.None)
                    {
                        continue;
                    }
                    // Debug.LogError(target.GetName() + "==============" + configVO.Id + "========"
                    //+ target.GetAllBuffs().Count + "=======" + (BufferType)configVO.BuffHudShow);
                    index++;
                    if (bufferIconBox.childCount >= index)
                    {
                        iconTras = bufferIconBox.GetChild(index - 1);
                    }
                    else
                    {
                        iconTras = Object.Instantiate(iconTemplate);
                        iconTras.SetParent(bufferIconBox);
                        iconTras.localScale    = Vector3.one;
                        iconTras.localPosition = Vector3.zero;
                        iconTras.SetAsLastSibling();
                    }
                    bufferIconBox.localScale = Vector3.one;
                    if (m_MainEntity == target)
                    {
                        bufferIconBox.localScale = Vector3.one * 1.5f;
                    }
                    if ((uint)configVO.BuffHudIcon > 0)
                    {
                        UIUtil.SetIconImage(iconTras.GetComponent <Image>(), (uint)configVO.BuffHudIcon);
                    }
                    else
                    {
                        Debug.LogWarning("报错" + configVO.Id);
                    }
                    //Debug.Log(configVO.BuffHudIcon + "-=-=-=-=-=-" + configVO.BuffHudShow);
                    switch ((BufferType)configVO.BuffHudShow)
                    {
                    case BufferType.All:                            //   1 全体
                        iconTras.gameObject.SetActive(true);
                        break;

                    case BufferType.Friend:                            //	2 友方

                        if (m_TeamProxy.GetMember(target.GetPlayerId()) != null)
                        {
                            iconTras.gameObject.SetActive(true);
                        }
                        break;

                    case BufferType.Enemy:                            //   3 敌方
                        if (m_MainEntity != target && m_TeamProxy.GetMember(target.GetPlayerId()) == null)
                        {
                            iconTras.gameObject.SetActive(true);
                        }
                        break;

                    case BufferType.Self:                            //   4 自己
                        if (m_MainEntity = target)
                        {
                            iconTras.gameObject.SetActive(true);
                        }
                        break;

                    default:
                        break;
                    }
                }
            }
            // Debug.Log(index);
            for (int i = index; i < bufferIconBox.childCount; i++)
            {
                bufferIconBox.GetChild(i).gameObject.SetActive(false);
            }
        }
        else
        {
            for (int i = 0; i < bufferIconBox.childCount; i++)
            {
                bufferIconBox.GetChild(i).gameObject.SetActive(false);
            }
        }
    }