//CreatMesh RangeTip; public void CreatSkillEffect(EntityBase entity, SkillStatusComponent skillComp) { SkillStatusDataGenerate skillStatusData = null; switch (skillComp.m_skillStstus) { case SkillStatusEnum.Before: skillStatusData = skillComp.m_currentSkillData.BeforeInfo; break; case SkillStatusEnum.Current: skillStatusData = skillComp.m_currentSkillData.CurrentInfo; break; case SkillStatusEnum.Later: skillStatusData = skillComp.m_currentSkillData.LaterInfo; break; } string FXName = skillStatusData.m_FXName; float FXLifeTime = skillStatusData.m_FXLifeTime; float offset = skillStatusData.m_FXOffSet; HardPointEnum FXCreatPoint = skillStatusData.m_FXCreatPoint; string followFXName = skillStatusData.m_FollowFXName; float FLoffset = skillStatusData.m_FollowFXOffSet; HardPointEnum followFXCreatPoint = skillStatusData.m_FollowFXCreatPoint; float followFXLifeTime = skillStatusData.m_FollowFXLifeTime; //Debug.Log("FXName " + FXName); //Debug.Log("followFXName " + followFXName); //现在不管特效填跟不跟随都跟随角色,并在技能被打断时退出 if (FXName != "null") { //恢复不follow CreateEffect(entity, FXName, FXCreatPoint, FXLifeTime, offset); } if (followFXName != "null") { CreateFollowSkillEffect(entity, followFXName, followFXCreatPoint, followFXLifeTime); } }
////判断CD结束 //public bool CDFinished() //{ // if (GetCDResidueTime() <= 0) // { // return true; // } // else // { // return false; // } //} ///// <summary> ///// 获取CD剩余时间 ///// </summary> //public float GetCDResidueTime() //{ // if (m_lastExecuteTime < 0) // { // return 0; // } // float result = m_CDSpace - (SyncService.CurrentServiceTime - m_lastExecuteTime); // if (result < 0) // { // result = 0; // } // return result; //} #endregion public void UpdateInfo() { if (m_skillID != "" && m_skillID != "null") { m_skillInfo = DataGenerateManager <SkillDataGenerate> .GetData(m_skillID); m_beforeInfo = DataGenerateManager <SkillStatusDataGenerate> .GetData(m_skillInfo.m_BeforeStatus); m_currentInfo = DataGenerateManager <SkillStatusDataGenerate> .GetData(m_skillInfo.m_CurrentStatus); m_laterInfo = DataGenerateManager <SkillStatusDataGenerate> .GetData(m_skillInfo.m_LaterStatus); m_beforeTime = m_beforeInfo.m_Time; m_hitTime = m_beforeTime + m_skillInfo.m_HitTime; m_currentTime = m_beforeTime + m_currentInfo.m_Time; m_laterTime = m_currentTime + m_laterInfo.m_Time; m_CDSpace = m_skillInfo.m_CD; } }
int GetDelayTime(SkillStatusComponent skillComp) { SkillStatusDataGenerate skillStatusData = null; switch (skillComp.m_skillStstus) { case SkillStatusEnum.Before: skillStatusData = skillComp.m_currentSkillData.BeforeInfo; break; case SkillStatusEnum.Current: skillStatusData = skillComp.m_currentSkillData.CurrentInfo; break; case SkillStatusEnum.Later: skillStatusData = skillComp.m_currentSkillData.LaterInfo; break; } float delayTime = skillStatusData.m_FXDelay; return((int)(delayTime * 1000)); }