Esempio n. 1
0
 // Use this for initialization
 void Start()
 {
     m_Instance             = this;
     m_ProgressSlider.value = 0;
     gameObject.SetActive(false);
     m_FirstChild.SetActive(true);
 }
Esempio n. 2
0
        public void BreakCurSkill()
        {
            //打断当前技能动作
            if (m_nLastSkillId == -1 || m_bIsUsingSkill == false)
            {
                return;
            }
            if (m_UsingSkillBaseInfo == null || m_UsingSkillExInfo == null || m_SkillSender == null)
            {
                return;
            }

            if (m_SkillSender.AnimLogic != null)
            {
                if (m_SkillSender.AnimLogic.CurAnimData != null)
                {
                    Tab_Animation _CurAnimInfo = TableManager.GetAnimationByID(m_SkillSender.AnimLogic.CurAnimData.AnimID, 0);
                    if (_CurAnimInfo != null)
                    {
                        //技能被打断了 停止当前技能动作的音效
                        if (_CurAnimInfo.SoundID >= 0 && _CurAnimInfo.SoundBreakKeep <= 0 && null != GameManager.gameManager.SoundManager)
                        {
                            GameManager.gameManager.SoundManager.StopSoundEffect(_CurAnimInfo.SoundID);
                        }
                    }
                    Tab_Animation _StartAnimInfo = TableManager.GetAnimationByID(m_UsingSkillExInfo.SatrtMotionId, 0);
                    if (_StartAnimInfo != null)
                    {
                        //技能被打断了 停止开始技能动作的音效
                        if (_StartAnimInfo.SoundID >= 0 && _CurAnimInfo.SoundBreakKeep <= 0 && null != GameManager.gameManager.SoundManager)
                        {
                            GameManager.gameManager.SoundManager.StopSoundEffect(_StartAnimInfo.SoundID);
                        }
                    }
                }
                m_SkillSender.AnimLogic.Stop();
            }

            //打断震屏
            if (m_SkillSender.ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_MAIN_PLAYER)
            {
                //如果 该技能还有震屏且还在震屏 则停止震屏
                if (m_UsingSkillExInfo.CameraRockId != -1)
                {
                    //CameraController camController = Singleton<ObjManager>.GetInstance().MainPlayer.GetComponent<CameraController>();
                    //if (camController != null && camController.IsHaveRockInfoById(m_UsingSkillExInfo.CameraRockId))
                    //{
                    //    camController.CleanUpRockInfoById(m_UsingSkillExInfo.CameraRockId);
                    //}
                    if (CameraManager.Instance.IsRocking(m_UsingSkillExInfo.CameraRockId))
                    {
                        CameraManager.Instance.StopRock(m_UsingSkillExInfo.CameraRockId);
                    }
                }
                //如果是吟唱技能 则打断读条
                if (m_UsingSkillBaseInfo.UseType == (int)SKILLUSETYPE.YINCHANG)
                {
                    if (SkillProgressLogic.Instance() != null)
                    {
                        SkillProgressLogic.Instance().CloseWindow();
                    }
                }
                //读条技能 打断读条
                if ((m_UsingSkillBaseInfo.SkillClass & (int)SKILLCLASS.DUTIAO) != 0)
                {
                    if (SkillProgressLogic.Instance() != null)
                    {
                        SkillProgressLogic.Instance().CloseWindow();
                    }
                }
            }
            //打断全屏特效
            if (m_UsingSkillExInfo.SceneEffectId != -1)
            {
                if (BackCamerControll.Instance() != null && BackCamerControll.Instance().SceneEffecLogic != null)
                {
                    BackCamerControll.Instance().SceneEffecLogic.StopEffect(m_UsingSkillExInfo.SceneEffectId);
                }
            }
            //打断播放的子弹
            int nBulletNum = m_UsingSkillExInfo.getBulletEffectIDCount();

            for (int i = 0; i < nBulletNum; i++)
            {
                int _nBulletId = m_UsingSkillExInfo.GetBulletEffectIDbyIndex(i);
                if (_nBulletId != -1 && m_SkillSender.ObjEffectController != null)
                {
                    m_SkillSender.ObjEffectController.StopEffect(_nBulletId);
                }
            }
            SkillFinsh();
        }
Esempio n. 3
0
        //释放技能
        public void UseSkill(int skillId, int senderId, int targetId, string skillname = "")
        {
            if (m_bIsUsingSkill)
            {
                BreakCurSkill();
            }
            m_fLastUseSkillTime = Time.time;
            m_SkillSender       = Singleton <ObjManager> .GetInstance().FindObjCharacterInScene(senderId);

            if (m_SkillSender == null)
            {
                LogModule.DebugLog("MainPlayer is Null:" + senderId);
                return;
            }
            m_UsingSkillExInfo = TableManager.GetSkillExByID(skillId, 0);
            if (m_UsingSkillExInfo == null)
            {
                LogModule.DebugLog("SkillExinfo is Null: " + skillId);
                return;
            }
            int BaseSkillId = m_UsingSkillExInfo.BaseId;

            m_UsingSkillBaseInfo = TableManager.GetSkillBaseByID(BaseSkillId, 0);
            if (m_UsingSkillBaseInfo == null)
            {
                LogModule.DebugLog("SkillBaseInfo is Null" + BaseSkillId);
                return;
            }
            if (m_SkillSender.IsMoving)//可以攻击了且在移动 停止移动
            {
                m_SkillSender.StopMove();
            }

            //!!!使用的是旋风则 屏蔽旋转
            //if (m_UsingSkillBaseInfo.Id ==(int)SKILLBASEID.XFZBASEID)
            //{
            //    m_SkillSender.EnableMovingRotation(false);
            //}

            if (m_UsingSkillBaseInfo.Id == (int)SKILLBASEID.RIDE_SKILLID)
            {
                GameManager.gameManager.SoundManager.PlaySoundEffect(244);
            }

            //如果有目标 朝向目标
            Obj_Character _targetObjCharacter = Singleton <ObjManager> .GetInstance().FindObjCharacterInScene(targetId);

            if (_targetObjCharacter && _targetObjCharacter.ServerID != m_SkillSender.ServerID)
            {
                m_SkillSender.FaceTo(_targetObjCharacter.Position);
            }
            //如果有目标缓存一下目标位置
            TargetData.Clear();
            if (_targetObjCharacter != null)
            {
                TargetData._targetId  = targetId;
                TargetData._targetPos = _targetObjCharacter.transform.position;
                TargetData._hasSet    = true;
            }
            //开始播放动画
            PlayAnimation(m_UsingSkillExInfo.SatrtMotionId);
            m_UsingSkillStartAni = m_UsingSkillExInfo.SatrtMotionId;

            //子弹播放
            int nBulletNum = m_UsingSkillExInfo.getBulletEffectIDCount();

            for (int i = 0; i < nBulletNum; i++)
            {
                int _nBulletId = m_UsingSkillExInfo.GetBulletEffectIDbyIndex(i);
                if (_nBulletId != -1)
                {
                    if (_nBulletId == 93 || _nBulletId == 94 || _nBulletId == 95) //大理子弹 特殊处理下
                    {
                        m_SkillSender.PlayEffect(_nBulletId);
                    }
                    else
                    {
                        BulletData bulletData = new BulletData(senderId, targetId);
                        m_SkillSender.PlayEffect(_nBulletId, OnLoadBullet, bulletData);
                    }
                }
            }
            //显示技能名字
            if (m_UsingSkillBaseInfo.IsShowSkillName == 1 && m_SkillSender.ObjType != Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_OTHER_PLAYER)
            {
                if (skillname == "")
                {
                    if (m_SkillSender.ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_MAIN_PLAYER)
                    {
                        m_SkillSender.ShowDamageBoard_SkillName(Games.GlobeDefine.GameDefine_Globe.DAMAGEBOARD_TYPE.SKILL_NAME, m_UsingSkillBaseInfo.Name);
                    }
                    else if (m_SkillSender.ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_NPC)
                    {
                        m_SkillSender.ShowDamageBoard_SkillName(Games.GlobeDefine.GameDefine_Globe.DAMAGEBOARD_TYPE.SKILL_NAME_NPC, m_UsingSkillBaseInfo.Name, false);
                    }
                    else
                    {
                        m_SkillSender.ShowDamageBoard_SkillName(Games.GlobeDefine.GameDefine_Globe.DAMAGEBOARD_TYPE.SKILL_NAME, m_UsingSkillBaseInfo.Name, false);
                    }
                }
                else
                {
                    m_SkillSender.ShowDamageBoard_SkillName(Games.GlobeDefine.GameDefine_Globe.DAMAGEBOARD_TYPE.SKILL_NAME, skillname, false);
                }
            }
            //主角的一些的 特殊处理
            if (m_SkillSender.ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_MAIN_PLAYER)
            {
                Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer;

                if (_mainPlayer)
                {
                    // 使用XP技能,如果有新手指引就 关掉
                    if ((m_UsingSkillBaseInfo.SkillClass & (int)SKILLCLASS.XP) != 0 &&
                        SkillBarLogic.Instance() &&
                        SkillBarLogic.Instance().NewPlayerGuide_Step == 1)
                    {
                        NewPlayerGuidLogic.CloseWindow();
                    }

                    //当前释放的Xp技能成功了
                    if ((m_UsingSkillBaseInfo.SkillClass & (int)SKILLCLASS.XP) != 0 && SkillBarLogic.Instance() != null)
                    {
                        SkillBarLogic.Instance().m_isUseSkillClick = true;
                        SkillBarLogic.Instance().OnClickXpShowBtn();
                        SkillBarLogic.Instance().TransformCon.TakeEffect();
                    }
                    int nSkillIndx = _mainPlayer.GetSkillIndexById(skillId);

                    int nChangeState = _mainPlayer.GetCurrentChangeState();

                    if (nSkillIndx >= 0 && nSkillIndx < _mainPlayer.OwnSkillInfo.Length)
                    {
                        //常规技能
                        if (m_UsingSkillBaseInfo.GetChangeModebyIndex(nChangeState) == 0)
                        {
                            Tab_CoolDownTime _coolDownTime = TableManager.GetCoolDownTimeByID(m_UsingSkillExInfo.CDTimeId, 0);
                            //吟唱技不在这里加CD 吟唱技能生效后才走CD 服务器同步过来
                            if (_coolDownTime != null && m_UsingSkillBaseInfo.UseType != (int)SKILLUSETYPE.YINCHANG)
                            {
                                _mainPlayer.OwnSkillInfo[nSkillIndx].CDTime = _coolDownTime.CDTime;
                            }

                            //非连续技 增加公共CD
                            int nPublicSkillCDId           = (int)SKILLDEFINE.PUBLICCDID;
                            Tab_CoolDownTime _publicCDTime = TableManager.GetCoolDownTimeByID(nPublicSkillCDId, 0);
                            if (_publicCDTime != null && m_UsingSkillBaseInfo.HasPublicCd == 1)
                            {
                                _mainPlayer.SkillPublicTime = _publicCDTime.CDTime;
                            }
                        }
                    }

                    //如果是冲撞技能
                    if ((m_UsingSkillBaseInfo.SkillClass & (int)SKILLCLASS.CrashMove) != 0)
                    {
                        Tab_CoolDownTime _coolDownTime = TableManager.GetCoolDownTimeByID(m_UsingSkillExInfo.CDTimeId, 0);
                        _mainPlayer.CrashSkillCDTime = _coolDownTime.CDTime;

                        //非连续技 增加公共CD
                        int nPublicSkillCDId           = (int)SKILLDEFINE.PUBLICCDID;
                        Tab_CoolDownTime _publicCDTime = TableManager.GetCoolDownTimeByID(nPublicSkillCDId, 0);
                        if (_publicCDTime != null && m_UsingSkillBaseInfo.HasPublicCd == 1)
                        {
                            _mainPlayer.SkillPublicTime = _publicCDTime.CDTime;
                        }
                    }

                    if (CanShowSkillProgress(skillId))
                    {
                        //如果是吟唱技则 显示引导条
                        if (m_UsingSkillBaseInfo.UseType == (int)SKILLUSETYPE.YINCHANG)
                        {
                            //吟唱时间为当前动作的长度
                            float fYinChangTime = m_UsingSkillExInfo.YinChangTime / 1000.0f;//转换成秒
                            //设置持续时间
                            if (SkillProgressLogic.Instance() != null)
                            {
                                SkillProgressLogic.Instance().PlaySkillProgress(SkillProgressLogic.ProgressModel.ORDERMODEL, fYinChangTime);
                            }
                        }
                        else if ((m_UsingSkillBaseInfo.SkillClass & (int)SKILLCLASS.DUTIAO) != 0)
                        {
                            //技能长度为当前引导条的长度
                            float fContiueTime = m_UsingSkillExInfo.SkillContinueTime / 1000.0f;//转换成秒
                            //设置持续时间
                            if (SkillProgressLogic.Instance() != null)
                            {
                                SkillProgressLogic.Instance().PlaySkillProgress(SkillProgressLogic.ProgressModel.REVERSEDMODE, fContiueTime);
                            }
                        }
                    }
                    if (m_SkillSender.Controller != null && m_SkillSender.Controller.CombatFlag)
                    {
                        _mainPlayer.AutoComabat = true;
                    }
                    //add by mawenbin
                    //移植天龙3D TT15398 死亡复活*复活点自动寻路过程中释放六脉神剑立马被打断
                    //清除自动寻路 加个开关限制
                    if (GameManager.gameManager.PlayerDataPool.IsServerFlagOpen(SERVER_FLAGS_ENUM.FLAG_SKILLBREAKAUTOMOVE))
                    {
                        if (null != GameManager.gameManager.AutoSearch &&
                            GameManager.gameManager.AutoSearch.IsAutoSearching)
                        {
                            GameManager.gameManager.AutoSearch.Stop();
                        }
                    }
                }
            }
            //npc和主角自身放技能 可以自带震屏效果
            if (m_SkillSender.ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_MAIN_PLAYER ||
                m_SkillSender.ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_NPC)
            {
                //摄像机的 操作
                CameraOpt();
            }
            //测试用代码
            if (m_UsingSkillExInfo.HasRangeWarning == 1 && m_SkillSender.ObjEffectController != null)
            {
                m_SkillSender.ObjEffectController.PlaySkillWarningEffect(skillId);
            }

            m_nLastSkillId  = skillId;
            m_nLastSendId   = senderId;
            m_nLastTargetId = targetId;
            m_bIsUsingSkill = true;
        }
Esempio n. 4
0
 void OnDestroy()
 {
     m_Instance = null;
 }