public void CalculateDamage(GameObject obj) { bool isDamageSuccess = true; ActorObj actorBase = (obj.GetComponent <ActorObj>()); //纠正被击表现 DamageParam damageParam = new DamageParam(); damageParam.skillID = m_skillBase.m_skillID; damageParam.attackActor = m_skillBase.m_actor; damageParam.behitActor = actorBase; damageParam.weight = m_oneDamageInfo.resetSkillWeight; damageParam.isNotUseCurveMove = m_oneDamageInfo.isNotUseCurveMove; CoreEntry.gSkillMgr.OnSkillDamage(damageParam); //是否有眩晕效果 if (m_oneDamageInfo.dizzyParamDesc != null) { DizzyParam param = new DizzyParam(); param.keepTime = m_oneDamageInfo.dizzyParamDesc.keepTime; actorBase.OnEnterDizzy(param); } if (isDamageSuccess && (actorBase.mActorType == ActorType.AT_MONSTER || actorBase.mActorType == ActorType.AT_MECHANICS)) { m_isHadLoadFrameStop = true; GameObject frameStopObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell("Skill/Cell/frameStop"); frameStopObj.transform.parent = transform; ISkillCell skillCell = frameStopObj.GetComponent <ISkillCell>(); skillCell.Init(m_oneDamageInfo.frameStopDesc, m_skillBase, actorBase); m_skillBase.AddSkillCell(frameStopObj); } }
public override void OnEnter(Buff _ownerBuff) { base.OnEnter(_ownerBuff); if (m_type == (int)limitType.Dizzy) { // 眩晕 DizzyParam param = new DizzyParam(); param.keepTime = ownerBuff.mLife; owner.OnEnterDizzy(param); //眩晕对应的状态不同 RelativeState = ACTOR_STATE.AS_DIZZY; } if (m_type == (int)limitType.Sleep || m_type == (int)limitType.Frozen || m_type == (int)limitType.Move || m_type == (int)limitType.Attack || m_type == (int)limitType.Skill || m_type == (int)limitType.Floating || m_type == (int)limitType.Hitdown) { LimitParam param = new LimitParam(); param.keepTime = ownerBuff.mLife; param.bStopActor = false; param.iState = m_type; if (m_type == (int)limitType.Sleep) { // 睡眠 param.buffid = ownerBuff.mBuffType; } if (m_type == (int)limitType.Frozen) { // 冰冻 param.bStopActor = true; } owner.OnEnterLimit(param); } }
public override void OnEnter(ActorObj actorBase) { m_state = ACTOR_STATE.AS_DIZZY; m_actor = actorBase; m_dizzyParam = m_actor.dizzyParam; //播放动作 dizzyAction = "hit014"; //m_actor.actorCreatureDisplayDesc.DizzyAction; if (dizzyAction.Length <= 0) { //没有,就使用默认的动作 dizzyAction = m_actor.ModelConfig.Get <string>("san_walk"); } if (m_actor.IsPlayingAction(dizzyAction) == false) { m_actor.StopAll(); // 当前动作 m_actor.PlayAction(dizzyAction); } string dizzyEfx = "Effect/skill/buff/fx_bf_xuanyun"; //;m_actor.actorCreatureDisplayDesc.DizzyEfx; if (dizzyEfx.Length > 0) { if (efxObj == null) { Object tmpObj = CoreEntry.gResLoader.LoadResource(dizzyEfx); if (tmpObj != null) { efxObj = Instantiate(tmpObj) as GameObject; } SceneEfx sceneEfx = efxObj.AddComponent <SceneEfx>(); sceneEfx.Init(m_actor.transform.position, m_dizzyParam.keepTime); //设置有挂点的特效 Transform[] childTransform = efxObj.GetComponentsInChildren <Transform>(); for (int i = 0; i < childTransform.Length; i++) { Transform childTrans = childTransform[i]; EfxSetAttachPoint setAttach = childTrans.gameObject.GetComponent <EfxSetAttachPoint>(); if (setAttach == null || setAttach.m_attachPointEnum == AttachPoint.E_None) { continue; } setAttach.Init(false); Transform parent = m_actor.GetChildTransform(setAttach.m_attachPointEnum.ToString()); if (parent != null) { // 因为 top 绑定会旋转所以这里取了相对位置 childTrans.parent = m_actor.transform; childTrans.localPosition = new Vector3(0, parent.localPosition.y, 0); childTrans.localRotation = Quaternion.identity; childTrans.localScale = Vector3.one; SceneEfx sceneEfx1 = childTrans.gameObject.AddComponent <SceneEfx>(); sceneEfx1.Init(childTrans.position, m_dizzyParam.keepTime); } } } } //状态硬直,不可转换其他状态 m_isNonControl = true; CancelInvoke("AutoExitState"); Invoke("AutoExitState", m_dizzyParam.keepTime); //EventToUI.SetArg(UIEventArg.Arg1, gameObject); //EventToUI.SetArg(UIEventArg.Arg2, (float)m_dizzyParam.keepTime); //EventToUI.SendEvent("EU_ENTER_DIZZY"); }
protected virtual void CalculateDamage() { // System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch(); // sw.Start(); CancelInvoke("CalculateDamage"); bool isDamageSuccess = false; LuaTable skillDesc = ConfigManager.Instance.Skill.GetSkillConfig(m_skillBase.m_skillID); if (skillDesc == null) { return; } if (m_skillMgr.m_bShowSkillScope) { Vector3 pos = m_skillBase.m_actor.transform.position; if (null == m_SkillScope) { if (m_skillBase.m_actor.mActorType == ActorType.AT_LOCAL_PLAYER || m_skillBase.m_actor.mActorType == ActorType.AT_BOSS) { if (DamageTypeID.DTID_FUN == m_oneDamageInfo.type) { if (m_oneDamageInfo.damageNode.funDamage.angle >= 360) { m_SkillScope = WarningDecel.CreateSectorDecal("Effect/skill/remain/fx_yujing_yuan", pos, m_oneDamageInfo.damageNode.funDamage.radius * 2, m_oneDamageInfo.damageNode.funDamage.angle); } else { m_SkillScope = WarningDecel.CreateSectorDecal("Effect/skill/remain/fx_yujing_shanxing", pos, m_oneDamageInfo.damageNode.funDamage.radius * 2, m_oneDamageInfo.damageNode.funDamage.angle); } if (m_oneDamageInfo.damageNode.funDamage.angle < 360) { float ActorAngle = 0.0f; Vector3 ActorAxis = Vector3.zero; m_skillBase.m_actor.transform.rotation.ToAngleAxis(out ActorAngle, out ActorAxis); if (m_SkillScope != null) { float angle = Mathf.Acos(Vector3.Dot(m_skillBase.m_actor.transform.forward.normalized, new Vector3(1.0f, 0f, 0f))) * Mathf.Rad2Deg; if (ActorAngle >= 90 && ActorAngle <= 270) { m_SkillScope.transform.RotateAround(pos, Vector3.up, angle); } else { m_SkillScope.transform.RotateAround(pos, Vector3.up, -angle); } } //LogMgr.UnityLog("angle="+angle.ToString()); // m_SkillScope.transform.position += m_SkillScope.transform.up * 0.1f; } } else if (DamageTypeID.DTID_RECT == m_oneDamageInfo.type) { m_SkillScope = WarningDecel.CreateRectangleDecal("Effect/skill/remain/fx_yujing_changfang", pos, m_oneDamageInfo.damageNode.rectDamage.width, m_oneDamageInfo.damageNode.rectDamage.length); if (m_SkillScope != null) { m_SkillScope.transform.rotation = m_skillBase.m_actor.transform.rotation; m_SkillScope.transform.position += m_oneDamageInfo.damageNode.rectDamage.length / 2 * m_skillBase.m_actor.transform.forward; } } } //Invoke("HideSkillScope", m_oneDamageInfo.hitTime); } } //单体伤害 if (!m_bIsAoe) { ActorObj targetObj = m_skillBase.m_actor.GetSelTarget(); if (targetObj != null && m_skillBase.m_actor.IsSkillAim((sbyte)m_skillBase.m_skillDesc.Get <int>("faction_limit"), targetObj)) { ActorObj actorBase = targetObj; //按伤害范围算出受伤害对象,具体有没有伤害,还要看对应的属性(免疫等) bool isSkillSuccess = m_skillMgr.IsSkillDamageRange(skillDesc.Get <int>("effect_1"), m_transform, targetObj.transform, actorBase.GetColliderRadius()); //伤害对象 if (isSkillSuccess) { isDamageSuccess = true; //纠正被击表现 DamageParam damageParam = new DamageParam(); damageParam.skillID = m_skillBase.m_skillID; //damageParam.attackObj = m_skillBase.m_castOwnObj; damageParam.attackActor = m_skillBase.m_actor; //damageParam.behitObj = attackObj.gameObject; damageParam.behitActor = actorBase; damageParam.IsClient = true; damageParam.weight = m_oneDamageInfo.resetSkillWeight; damageParam.isNotUseCurveMove = m_oneDamageInfo.isNotUseCurveMove; CoreEntry.gSkillMgr.OnSkillDamage(damageParam); //是否有眩晕效果 if (m_oneDamageInfo.dizzyParamDesc != null) { DizzyParam param = new DizzyParam(); param.keepTime = m_oneDamageInfo.dizzyParamDesc.keepTime; actorBase.OnEnterDizzy(param); } } } } else { //计算伤害 群体 if (m_skillBase.m_actor == null) { return; } ActorObj actor = null; for (int k = 0; k < m_skillBase.m_actor.m_TargetList.Count; ++k) { actor = CoreEntry.gActorMgr.GetActorByServerID(m_skillBase.m_actor.m_TargetList[k]); if (ArenaMgr.Instance.IsArenaFight) { actor = CoreEntry.gActorMgr.GetPlayerActorByServerID(m_skillBase.m_actor.m_TargetList[k]); } if (actor == null) { continue; } //对IOS出现怪物不动 报错的异常 进行错误处理 if (GameLogicMgr.checkValid(actor.gameObject) == false) { continue; } { isDamageSuccess = true; //纠正被击表现 DamageParam damageParam = new DamageParam(); damageParam.skillID = m_skillBase.m_skillID; // damageParam.attackObj = m_skillBase.m_castOwnObj; damageParam.attackActor = m_skillBase.m_actor; // damageParam.behitObj = obj.gameObject; damageParam.behitActor = actor; damageParam.weight = m_oneDamageInfo.resetSkillWeight; damageParam.isNotUseCurveMove = m_oneDamageInfo.isNotUseCurveMove; damageParam.IsClient = true; CoreEntry.gSkillMgr.OnSkillDamage(damageParam); //是否有眩晕效果 if (m_oneDamageInfo.dizzyParamDesc != null) { DizzyParam param = new DizzyParam(); param.keepTime = m_oneDamageInfo.dizzyParamDesc.keepTime; actor.OnEnterDizzy(param); } if (isDamageSuccess && actor.mActorType == ActorType.AT_BOSS && m_skillBase.m_actor.IsMainPlayer()) { m_isHadLoadFrameStop = true; //顿帧 if (m_oneDamageInfo.frameStopDesc != null) { //GameObject frameStopObj = Instantiate( // CoreEntry.gResLoader.LoadResource(m_oneDamageInfo.frameStopDesc.prefabPath)) as GameObject; GameObject frameStopObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(m_oneDamageInfo.frameStopDesc.prefabPath); ISkillCell skillCell = frameStopObj.GetComponent <ISkillCell>(); if (skillCell) { skillCell.Init(m_oneDamageInfo.frameStopDesc, m_skillBase, actor); m_skillBase.AddSkillCell(frameStopObj); } else { //没有skillcell说明,坏掉了马上清理掉 Destroy(frameStopObj); } } } } } } LuaTable skill_action = CoreEntry.gSkillMgr.GetSkillActon(m_skillBase.m_skillID); string remanEfx = null; if (skill_action != null) { remanEfx = skill_action.Get <string>("remain"); } //地表残留 if (remanEfx.Length > 0 && m_oneDamageInfo.m_bUseRemain) { //GameObject efxObj = (GameObject)Object.Instantiate(CoreEntry.gResLoader.LoadResource(remanEfx));//CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx); GameObject efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx); if (efxObj == null) { //efxObj = (GameObject)Object.Instantiate(CoreEntry.gResLoader.LoadResource(remanEfx));//CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx); efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx); } //yy 特效和模型按等比例缩放 //if (m_skillBase.m_actor.actorCreatureDisplayDesc.sacle > 1.0f) //{ // ParticleScaler ScaleComponet = efxObj.GetComponent<ParticleScaler>(); // if (ScaleComponet == null) // ScaleComponet = efxObj.AddComponent<ParticleScaler>(); // ScaleComponet.particleScale = m_skillBase.m_actor.actorCreatureDisplayDesc.sacle; //} float maxEfxTime = 0; if (efxObj) { NcCurveAnimation[] efxAnimations = efxObj.GetComponentsInChildren <NcCurveAnimation>(); for (int i = 0; i < efxAnimations.Length; ++i) { // efxAnimations[i].m_fDelayTime /= m_speed; // efxAnimations[i].m_fDurationTime /= m_speed; float efxTime = efxAnimations[i].m_fDelayTime + efxAnimations[i].m_fDurationTime; if (efxTime > maxEfxTime) { maxEfxTime = efxTime; } } } if (skill_action != null) { if (skill_action.Get <float>("skillEfxLength") > 0) { maxEfxTime = skill_action.Get <float>("skillEfxLength"); } //特效存在时间 if (maxEfxTime <= 0.001) { maxEfxTime = m_skillBase.m_actor.GetActionLength(skill_action.Get <string>("animation")); } } EfxAttachActionPool efx = efxObj.GetComponent <EfxAttachActionPool>(); if (efx == null) { efx = efxObj.AddComponent <EfxAttachActionPool>(); } //yy test efx.InitRemain(m_skillBase.m_actor.transform, maxEfxTime, false); m_RemainEfx = efx; } //场景物件,主角破坏 if (m_skillBase.m_actor.mActorType == ActorType.AT_LOCAL_PLAYER) { GameObject[] brokedObjs = CoreEntry.gSceneMgr.brokedObjArray; for (int i = 0; i < brokedObjs.Length; ++i) { if (brokedObjs[i] == null) { continue; } bool isSkillSuccess = m_skillMgr.IsSkillDamageRange(skillDesc.Get <int>("effect_1"), m_transform, brokedObjs[i].transform, 0.5f); //伤害对象 if (isSkillSuccess) { Broked broked = brokedObjs[i].GetComponent <Broked>(); int weight = 3;//m_skillBase.m_skillDesc.weight; if (m_oneDamageInfo.resetSkillWeight > 0) { weight = m_oneDamageInfo.resetSkillWeight; } broked.DoBroked(m_skillBase.m_actor.thisGameObject, weight); } } } //if (isDamageSuccess && !m_isHadLoadFrameStop) //{ // m_isHadLoadFrameStop = true; // //顿帧 // if (m_oneDamageInfo.frameStopDesc != null) // { // GameObject frameStopObj = Instantiate( // CoreEntry.gResLoader.LoadResource(m_oneDamageInfo.frameStopDesc.prefabPath)) as GameObject; // ISkillCell skillCell = frameStopObj.GetComponent<ISkillCell>(); // skillCell.Init(m_oneDamageInfo.frameStopDesc,m_skillBase.m_actor); // m_skillBase.AddSkillCell(frameStopObj); // } //} //屏震 不是主玩家 , 就不震屏幕 if (m_skillBase.m_actor.IsMainPlayer() || m_skillBase.m_actor.mActorType == ActorType.AT_BOSS) { if (m_oneDamageInfo.cameraShakeDesc != null) { if (m_oneDamageInfo.cameraShakeDesc.activeWhenHit == false || (m_oneDamageInfo.cameraShakeDesc.activeWhenHit == true && isDamageSuccess == true) ) { //GameObject cellObj = Instantiate( // CoreEntry.gResLoader.LoadResource(m_oneDamageInfo.cameraShakeDesc.prefabPath)) as GameObject; GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(m_oneDamageInfo.cameraShakeDesc.prefabPath); cellObj.transform.parent = transform; // m_oneDamageInfo.cameraShakeDesc.playTime = m_oneDamageInfo.hitTime; ISkillCell skillCell = cellObj.GetComponent <ISkillCell>(); skillCell.Init(m_oneDamageInfo.cameraShakeDesc, m_skillBase); m_skillBase.AddSkillCell(cellObj); } } } //是否持续伤害 if (m_oneDamageInfo.isRepeatedly && m_repeateKeep > 0) { Invoke("CalculateDamage", m_oneDamageInfo.damageDiff / m_skillBase.m_speed); --m_repeateKeep; } // sw.Stop(); if (m_skillBase.m_actor.IsLocalPlayer()) { // Debug.LogError("3....." + sw.ElapsedMilliseconds + "毫秒....."); } }