Esempio n. 1
0
        // 鱼死亡.
        public override void KillByBullet(int _canonID, int _multi, int _power, int _npcType)
        {
            if (dead)
            {
                Debug.Log("Fish is dead, but someone still try to kill it. singleFish.cs - killByBullet() _canonID = " + _canonID);

                return;
            }

            // 关闭碰撞体,子弹就不会打到.
            cur_Collider.enabled = false;

            // 播放死亡动画.
            FishDeadAnim(cur_Animator.Length);
//            for (int i = 0; i < cur_Animator.Length; i++)
//            {
//                if (gameObject.activeSelf)
//                {
//                    //cur_Animator[i].SetTrigger(deadHash);
//                    cur_Animator[i].framesPerSecond = cur_Animator[i].framesPerSecond * 3;
//                }
//            }
            // 显示到最顶层.
            UISprite[] renderers = this.GetComponentsInChildren <UISprite>();
            for (int i = 0; i < renderers.Length; i++)
            {
                var item = renderers[i];
                item.depth = deadOrderInLayer;
                // 把组合鱼的底图设低层
//                 if (item.gameObject.tag == "fishs_bg")
//                 {
//                     item.depth = deadOrderInLayer - 2;
//                 }
            }
//            cur_SpriteRenderer.depth = deadOrderInLayer - 1;
            transform.localScale *= 1.2f;

            // 停止游动.
            StopMove();
            // 处理影子,影子也要停止游动,播放死亡动画等.
            HandleShadow();

            // 标志死亡.
            dead = true;
            // 取消锁定状态.
            locking = false;

            // 打死这条鱼的 玩家id.
            canonID = _canonID;
            power   = _power;
            // 从服务器接收到这条鱼的倍率.
            serverMulti = _multi;
            // 鱼死亡的分值.
            fishDeadValue = _power * _multi;

            // 回收的时间.
            recycleTargetTime = Time.time + deadTimeLength;


            // 把这条鱼从记录鱼的缓存 list 中移除.
            if (!removeFromFishList)
            {
                FishCtrl.Instance.RemoveFishAndShadowInList(this);
                removeFromFishList = true;
            }

            // 死亡效果.
            NPCDeadEffect(_multi, _power);


            //创建线.
            switch (fishType)
            {
            // 一网打尽创建杀死鱼的线.
            case FishType.ywdj:
                // 每次执行一网打尽时候,第一条鱼并没有累计进计数,所以强制累计一条鱼.(和其他方法无关)
                //				CanonCtrl.Instance.shuliang +=1;
                SpecialFishDeadHandler.Show_YWDJ_Lines(this, ywdjLine, canonID, ywdjKillFishPool, bulletCost, cur_Transform.position, deadTimeLength);
                break;

            // 记录要杀死的全屏鱼.
            case FishType.quanping:
                SpecialFishDeadHandler.Record_quanPing_KillFish(this);
                break;

            // 黑洞创建连接到炮台的线.
            case FishType.blackHall:
                if (blackHallLine != null)
                {
                    blackHallLineCreated = Factory.Create(blackHallLine, Vector3.zero, Quaternion.identity);
                    blackHallLineRend    = blackHallLineCreated.GetComponent <LineRenderer>();
                    // 炮台这一端.
                    //					Vector3 _pos0_InLockCam = LockCtrl.Instance.uiCamPos_to_LockCamPos(CanonCtrl.Instance.singleCanonList[_canonID].canonBarrelTrans.position);
                    Vector3 _pos0_InLockCam = CanonCtrl.Instance.singleCanonList[_canonID].canonBarrelTrans.position;
                    blackHallLineRend.SetPosition(1, _pos0_InLockCam);
                }
                break;
            }

            // 播放死亡音效.
            if (deadAudio != null)
            {
                if (Random.Range(0, 100) >= deadProbability)
                {
                    //AudioSource.PlayClipAtPoint(deadAudio, Vector3.zero);
                    if (gameObject.GetComponent <UIPlaySound>() != null)
                    {
                        gameObject.GetComponent <UIPlaySound>().enabled = true;
                    }
                }
            }

            // 如果是当鱼死亡后就播放 high score, 就在这里播放.
            if (showHighScoreWhenFishDead)
            {
                if (highScorePrefab != null && fishDeadValue > 0)
                {
                    HighScoreCtrl.Instance.Create(canonID, highScorePrefab, CanonCtrl.Instance.singleCanonList[canonID].highScorePos, fishDeadValue, CanonCtrl.Instance.singleCanonList[canonID].dir);
                }
            }

            // 如果是普通鱼,那么,当鱼死亡后就播放喇叭,high score 和 喇叭是同时出现的.
            if (fishDeadValue > 0)
            {
                switch (fishType)
                {
                case FishType.normal:
                case FishType.ywdj:
//                        TrumpetCtrl.Instance.CreateOneTrumpet(canonID, serverMulti, fishDeadValue);
                    break;
                }
            }

            // 记录杀死的鱼的类型. 显示到结算面板上.
            if (_npcType >= 1)
            {
                if (_canonID == CanonCtrl.Instance.realCanonID)
                {
                    CanonCtrl.Instance.KillOneFish(_canonID, _npcType - 1);
                    // 杀死鱼的分数乘以房间倍率除以币值,得到玩家真实赢到的金币数量.
                    fishDeadValue = fishDeadValue * CanonCtrl.Instance.roomMulti / CanonCtrl.Instance.oneGoldScore;
                    // 统计杀死鱼的数量和金币,并显示到account面板上
                    CanonCtrl.Instance.account_zongfen += fishDeadValue;
                    CanonCtrl.Instance.SetTempGoldAndBeansValue(CanonCtrl.Instance.account_zongfen, CanonCtrl.Instance.account_shuliang);
                }
            }

            // 锁定玩家发炮状态.
            if (canNotPlayUntilRecycle)
            {
                CanonCtrl.Instance.AllowFire(false);
            }

            // 震屏.
            if (shakeCam)
            {
                WaveCtrl.Instance.ShakeCamera();
                //15.12.14 增加手机震屏 ADa

//#if UNITY_ANDROID || UNITY_IPHONE || UNITY_IOS
                                #if !UNITY_STANDALONE_WIN
                if (AudioCtrl.Instance.m_bIsOpen)
                {
                    Handheld.Vibrate();
                }
#endif
            }
        }
Esempio n. 2
0
        //全屏死亡
        private void quanpingDead()
        {
            switch (specialFishDeadState)
            {
            // 移动这条鱼到屏幕中心.
            case SpecialFishDeadState.drag2Center:
            {
                specialFishMovePercent += Time.deltaTime * move2CenterSpeed;
                cur_Transform.position  = Vector3.Lerp(move2CenterStartPos, Vector3.zero, specialFishMovePercent);
                if (specialFishMovePercent > 1f)
                {
                    // 如果有死亡特效,就做特效.
                    if (deadEffList.Count > 0)
                    {
                        FishDeadEffHandler.CreatedFishDeadEffCtrlItem(this, deadEffList);
                    }

                    // 还剩多长时间就回收鱼 = 鱼死亡时间 - 移动到屏幕的时间.
                    float _leftTimeLength = deadTimeLength - move2CenterTimeLength;
                    if (_leftTimeLength < 0f)
                    {
                        _leftTimeLength = 0f;
                    }
                    // 移动的速度.
                    move2CenterSpeed       = 1f / _leftTimeLength;
                    specialFishMovePercent = 0f;
                    specialFishDeadState   = SpecialFishDeadState.wait;
                }
                break;
            }

            case SpecialFishDeadState.wait:
            {
                specialFishMovePercent += Time.deltaTime * move2CenterSpeed;
                if (specialFishMovePercent > 1f)
                {
                    if (!specialFishHaveAddValue)
                    {
                        // 把分数加给玩家.
                        CanonCtrl.Instance.singleCanonList[canonID].AddValueList(fishDeadValue, 0f);
                        specialFishHaveAddValue = true;
                    }

                    // 处理全屏鱼杀死其他鱼的逻辑.
                    SpecialFishDeadHandler.QuanPing_Kill_Fish(this, canonID, bulletCost);

                    // 鱼身上的分数.
                    // NumCtrl.Instance.CreateFishDeadNum(_value, m_traCache.position, Quaternion.identity);

                    // 鱼的 bubble 分数.
                    NumCtrl.Instance.AdddBubble2List(serverMulti, fishDeadValue, CanonCtrl.Instance.singleCanonList[canonID].bubbleShowUpPos.position, Quaternion.identity, CanonCtrl.Instance.singleCanonList[canonID].upsideDown);

                    // 鱼的金币.
                    CoinCtrl.Instance.CreateCoins(canonID, coinType, coinNum, cur_Transform.position, playCoinAudio);

                    // 如果不是当鱼死亡后就播放 high score, 就在这里播放.
                    if (!showHighScoreWhenFishDead)
                    {
                        // 有high score 预设,并且分数不为0.
                        if (highScorePrefab != null && fishDeadValue > 0)
                        {
                            HighScoreCtrl.Instance.Create(canonID, highScorePrefab, CanonCtrl.Instance.singleCanonList[canonID].highScorePos, fishDeadValue, CanonCtrl.Instance.singleCanonList[canonID].dir);
                        }
                    }
                    // 创建 喇叭.
//                            TrumpetCtrl.Instance.CreateOneTrumpet(canonID, serverMulti, fishDeadValue);

                    // 创建金币柱.
                    if (TotalCylinderCtrl.Instance.showCylider)
                    {
                        TotalCylinderCtrl.Instance.singleCylinderList[canonID].Add2Need2CreateList(serverMulti, fishDeadValue, CanonCtrl.Instance.singleCanonList[canonID].cylinderShowUpPos.position);
                    }

                    // 恢复玩家发炮状态.
                    if (canNotPlayUntilRecycle)
                    {
                        CanonCtrl.Instance.AllowFire(true);
                    }

                    // 回收鱼.
                    RecycleFish();
                }
                break;
            }
            }
        }