Esempio n. 1
0
 private void CreateTotems()
 {
     for (int i = 0; i < cols; i++)
     {
         Transform newTotemTF = Instantiate(totem, new Vector3(i * totemSpacing, 0, 0), Quaternion.LookRotation(Vector3.back)) as Transform;
         Totem     newTotem   = newTotemTF.gameObject.GetComponent <Totem> ();
         newTotem.Init(this, rows, i);
     }
 }
Esempio n. 2
0
    override public void TriggerEffect()
    {
        //풀링 안되어 있으면 함.
        GameObject summonObj = Battle.GetObjectInPool(skillEvent.summonObject.name);

        if (!summonObj)
        {
            summonObj = GameObject.Instantiate(skillEvent.summonObject, skill.owner.transform.position, Quaternion.identity, skill.owner.transform.parent) as GameObject;
            summonObj.transform.localPosition = Vector3.zero;
            summonObj.name = skillEvent.summonObject.name;
            //summonObj.GetComponent<Totem>().Init(owner);


            if (!summonObj.GetComponent <BattleGroupElement>())
            {
                summonObj.AddComponent <BattleGroupElement>();
            }

            Battle.AddObjectToPool(summonObj);
        }

        if (!summonObj)
        {
            return;
        }

        summonObj.SetActive(false);

        //랜덤한 위치, 배경에서 삐져나가지 않게 스폰
        float posX = UnityEngine.Random.Range(-1f, 1f);
        float posY = UnityEngine.Random.Range(-1f, 1f);

        Vector3     pos      = skill.owner.transform.position + new Vector3(posX, posY, skill.owner.transform.position.z);
        BoxCollider unitArea = skill.owner.battleGroup.GetComponentInChildren <BoxCollider>();

        pos.y = Mathf.Clamp(pos.y, unitArea.bounds.min.y, unitArea.bounds.max.y);

        summonObj.transform.position = pos;

        if (skill.castTarget)
        {
            summonObj.transform.position = skill.castTarget.transform.position;
        }

        Totem t = summonObj.GetComponent <Totem>();

        if (t)
        {
            t.lifeTime = skill.skillData.summonTime;
            t.Init(skill.owner);
        }

        bool isNecromancy   = skill.skillData.summonID.Contains("Skeleton");
        bool isDoppelganger = skill.skillData.summonID.Contains("Ninja");

        BattleHero hero = summonObj.GetComponent <BattleHero>();

        if (hero)
        {
            hero.team = skill.owner.team;

            HeroData hData = null;
            if (!string.IsNullOrEmpty(skill.skillData.summonID) && HeroManager.heroBaseDataDic.ContainsKey(skill.skillData.summonID))
            {
                hData = new HeroData(HeroManager.heroBaseDataDic[skill.skillData.summonID]);
            }

            Stat attackPower = skill.owner.stats.GetParam(StatType.AttackPower);
            //강령술 하드코딩. 시전자 공격력에 영향 받아서 hp, 공격력 결정
            if (isNecromancy)
            {
                hero.master                = skill.owner;
                hData.baseData.maxHP       = 1; /*attackPower.value * 2*/;    //  (int)(skill.owner.attackPower * 2f);
                hData.baseData.attackPower = (int)(attackPower.value * 0.1f); //  (int) (skill.owner.attackPower * 0.1f);

                //강령술로 소환한 애들은 부활 불가
                hero.canResurrect = false;

                //강령술 대상이 된 애들도 부활 불가
                if (skill.castTarget)
                {
                    skill.castTarget.canResurrect = false;
                }
            }


            hero.lifeTime = skill.skillData.summonTime;

            hero.Init(skill.owner.battleGroup, hData, skill.owner.team);

            Stat statMaxHP = hero.stats.GetParam(StatType.MaxHP);
            if (statMaxHP != null)
            {
                statMaxHP.baseValue = attackPower.value * 2;
            }
            Stat statCurHP = hero.stats.GetParam(StatType.CurHP);
            statCurHP.value = statMaxHP.value;

            if (!isNecromancy)
            {
                hero.isFinishSpawned = true;
            }
            if (isDoppelganger)
            {
                hero.master     = skill.owner;
                statMaxHP.value = 1d;
                statCurHP.value = statMaxHP.value;

                Stat statAttackPower = hero.stats.GetParam(StatType.AttackPower);
                statAttackPower.value = attackPower.value;

                hero.canResurrect = false;
            }


            //소환물 설정
            hero.isSummonded = true;
        }

        //소환된 애 오브젝트 활성
        summonObj.SetActive(true);
        summonObj.GetComponent <BattleGroupElement>().SetBattleGroup(skill.owner.battleGroup);
        if (hero)
        {
            if (hero.team == BattleUnit.Team.Red)
            {
                skill.owner.battleGroup.redTeamList.Add(hero);
            }
            else if (hero.team == BattleUnit.Team.Blue)
            {
                skill.owner.battleGroup.blueTeamList.Add(hero);
            }

            if (isNecromancy)
            {
                hero.skeletonAnimation.enabled = true;
                //Debug.Log(hero.skeletonAnimation.state.GetCurrent(0));
                hero.skeletonAnimation.state.ClearTrack(0);
                hero.skeletonAnimation.state.SetAnimation(0, "Resurrect", false);
                //hero.skeletonAnimation.state.Interrupt += OnInterruptResurrect;
                hero.skeletonAnimation.state.AddAnimation(0, hero.idleAnimation, true, 0f);
                //hero.StartCoroutine(CheckFinishResurrect(hero));
            }

            if (isDoppelganger)
            {
                //분신 위치 조정
                if (skill.owner.summonCount > 0)
                {
                    Vector3 summonPos = skill.owner.transform.position;
                    summonPos.x += -3f;
                    summonObj.transform.position = summonPos;
                }
                else
                {
                    Vector3 summonPos = skill.owner.transform.position;
                    summonPos.x += 3f;
                    summonObj.transform.position = summonPos;
                }


                hero.skeletonAnimation.enabled = true;
                hero.skeletonAnimation.state.ClearTrack(0);
                hero.skeletonAnimation.state.SetAnimation(0, "Skill_Clone", false);
                hero.skeletonAnimation.state.AddAnimation(0, hero.idleAnimation, true, 0f);

                hero.spineAnimationDie = hero.skeletonAnimation.SkeletonDataAsset.GetAnimationStateData().skeletonData.FindAnimation("Die_Clone");
            }
        }

        skill.owner.summonCount += 1;

        if (skill.onTriggerEvent != null)
        {
            skill.onTriggerEvent(skill, skillEvent);
        }
    }