//停止动作(技能目标死亡或被击飞时,停止AttackAction) void StopAction(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { Debug.LogWarning("StopAction return, actorProp get failed"); return; } Actor self = selfProp.ActorLogicObj; if (null != self && !self.IsDead) { AttackAction action = self.ActionControl.LookupAction(ActorAction.ENType.enAttackAction) as AttackAction; if (null != action) { if (action.m_skillTarget != null) { if (action.m_skillTarget.IsDead) {//技能目标死亡 action.IsFinished = true; } else { BeAttackAction baAction = action.m_skillTarget.ActionControl.LookupAction(ActorAction.ENType.enBeAttackAction) as BeAttackAction; if (baAction != null && baAction.m_isFly) {//技能目标被击飞 action.IsFinished = true; } } } } } }
void RefreshWithActions(ActorProp obj) { if (obj == null) { return; } ActorActionControl accontrol = obj.ActorLogicObj.ActionControl; if (accontrol != null) { for (int i = 0; i < accontrol.ActionList.Count; i++) { ActorAction ac = accontrol.ActionList[i]; string str = ac.GetActionType().ToString(); m_strs.Add(str); } return; } else { Trap tmpTrap = obj.ActorLogicObj as Trap; TrapActionControl trapActionControl = tmpTrap.mActionControl; for (int i = 0; i < trapActionControl.ActionList.Count; i++) { TrapAction ac = trapActionControl.ActionList[i]; string str = ac.GetActionType().ToString(); m_strs.Add(str); } } }
public override void OnDoubleTap(Vector2 fingerPos) { if (!BattleArena.Singleton.m_roomIsRolling) { return; } if (IsGamePause()) { return; } //Debug.Log("--------------OnDoubleTap------------------"); RaycastHit hitInfo; Ray ray = Camera.main.ScreenPointToRay(fingerPos); if (!Physics.Raycast(ray, out hitInfo, 1500.0f)) { return; } Transform transform = hitInfo.collider.gameObject.transform; Transform mayActorTransform = transform.parent; while (mayActorTransform != null) { ActorProp cfg = mayActorTransform.GetComponent <ActorProp>(); if (cfg != null && cfg.ActorLogicObj != mainPlayer && cfg.ActorLogicObj.Props.GetProperty_Int32(ENProperty.islive) == 1) { return; } mayActorTransform = mayActorTransform.parent; } //mainPlayer.CurrentCmd = new MainPlayer.Cmd(hitInfo.point, Player.ENCmdType.enRoll); }
/*void OnTriggerEnter(Collider other) * { * if (!ActorTargetManager.IsTrigger(other)) * { * return; * } * //Debug.LogWarning(gameObject.name + " trigger with " + other); * ActorProp selfProp = transform.parent.GetComponent<ActorProp>(); * if (null == selfProp) * { * Debug.LogWarning("trigger return, actorProp get failed"); * return; * } * GlobalEnvironment.Singleton.IsInCallbackOrTrigger = true; * try * { * Actor self = selfProp.ActorLogicObj; * if (null != self && !self.IsDead) * { * AttackAction action = self.ActionControl.LookupAction(ActorAction.ENType.enAttackAction) as AttackAction; * if (null != action) * { * action.OnTriggerEnter(gameObject, other); * } * else * { * AttackingMoveAction amAction = self.ActionControl.LookupAction(AttackingMoveAction.SGetActionType()) as AttackingMoveAction; * if (amAction != null) * { * amAction.OnTriggerEnter(gameObject, other); * } * } * } * } * catch (Exception e) * { * Debug.LogError("Error On OnTriggerEnter" + e.Message + ",,,,Stack:" + e.StackTrace.ToString()); * DebugLog.Singleton.OnShowLog("[AttackActionCallback Error On OnTriggerEnter] " + e.Message + " " + e.StackTrace.ToString()); * } * GlobalEnvironment.Singleton.IsInCallbackOrTrigger = false; * }*/ void ChangeInstantResultID(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { return; } Actor self = selfProp.ActorLogicObj; if (null != self && !self.IsDead) { AttackAction action = self.ActionControl.LookupAction(ActorAction.ENType.enAttackAction) as AttackAction; if (null != action) { ++action.m_skillResultIDIndex; action.CreateSkillResult(); } else { AttackingMoveAction amAction = self.ActionControl.LookupAction(AttackingMoveAction.SGetActionType()) as AttackingMoveAction; if (amAction != null) { ++amAction.m_skillResultIDIndex; amAction.CreateSkillResult(); } } } }
void ShaderParamInTarget(AnimationEvent animEvent) { GameObject actorObj = gameObject.transform.parent.gameObject; ActorProp actorProp = actorObj.GetComponent <ActorProp>(); if (actorProp == null) { return; } Actor actor = actorProp.ActorLogicObj; AttackAction action = actor.ActionControl.LookupAction(ActorAction.ENType.enAttackAction) as AttackAction; if (null == action) { return; } Actor targetActor = action.m_skillTarget; if (targetActor == null) { return; } if (targetActor.IsDead) { return; } AnimationShaderParamCallback[] callbacks = targetActor.MainObj.GetComponentsInChildren <AnimationShaderParamCallback>(); foreach (AnimationShaderParamCallback c in callbacks) { c.ShaderParam(animEvent); } }
void ChangeResultID(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { return; } AttackAction action = selfProp.ActorLogicObj.ActionControl.LookupAction(ActorAction.ENType.enAttackAction) as AttackAction; if (null != action) { //action.m_triggerSkillResultID = animEvent.intParameter; ++action.m_skillResultIDIndex; action.m_firstTarget = null; } else { AttackingMoveAction amAction = selfProp.ActorLogicObj.ActionControl.LookupAction(AttackingMoveAction.SGetActionType()) as AttackingMoveAction; if (amAction != null) { //amAction.m_triggerSkillResultID = animEvent.intParameter; ++amAction.m_skillResultIDIndex; amAction.m_firstTarget = null; } } }
void CameraAction(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { return; } Actor self = selfProp.ActorLogicObj; if (self.Type != ActorType.enMain) {//不是主控角色 return; } MainGame.Singleton.MainCamera.Shake(animEvent.stringParameter); //string[] theparams = animEvent.stringParameter.Split(new char[1]{','}); //float shakeRange = float.Parse(theparams[0]); //float shakeTime = float.Parse(theparams[1]); //float fieldOfView = float.Parse(theparams[2]); //if (fieldOfView <= 0.0001f) //{ // fieldOfView = GameSettings.Singleton.CameraFieldOfView; //} //int shakeType = int.Parse(theparams[3]); //if (MainGame.Singleton != null && MainGame.Singleton.MainCamera!=null) //{ // MainGame.Singleton.MainCamera.Shake(shakeRange, shakeTime, fieldOfView, shakeType); //} //ShakeParamInfo shakeInfo = GameTable.ShakeTableAsset.Lookup(animEvent.intParameter); //if (null != shakeInfo) //{ // MainGame.Singleton.MainCamera.Shack(shakeInfo.CameraParam1, shakeInfo.CameraParam2, shakeInfo.CameraParam3, shakeInfo.ShakeNum); //} }
void OnCheckExitCallBack(GameObject gameObject, Collider other) { if (other.isTrigger) { return; } Transform targetObj = other.transform; while (null != targetObj && targetObj.name != "body") { targetObj = targetObj.parent; } if (targetObj == null) { return; } ActorProp prop = targetObj.parent.GetComponent <ActorProp>(); Actor targetActor = prop.ActorLogicObj; if (targetActor.Type == ActorType.enNPCTrap) { return; } if (mEnterActorIDList.Contains(targetActor.ID)) { mEnterActorIDList.Remove(targetActor.ID); } /*(SelfAI as AINpcTrap).mEnterActorIDList.Remove(targetActor.ID);*/ }
public void EffectInTarget(AnimationEvent animEvent) { GameObject actorObj = gameObject.transform.parent.gameObject; ActorProp actorProp = actorObj.GetComponent <ActorProp>(); if (actorProp == null) { return; } Actor actor = actorProp.ActorLogicObj; AttackAction action = actor.ActionControl.LookupAction(ActorAction.ENType.enAttackAction) as AttackAction; if (null == action) { return; } Actor target = action.m_skillTarget; if (target == null) { return; } if (target.IsDead) { return; } target.OnPlayEffect(null, animEvent); }
//远程攻击-激发飞行特效 void RemoteAttack(AnimationEvent animEvent) { GameObject actorObj = gameObject.transform.parent.gameObject; ActorProp actorProp = actorObj.GetComponent <ActorProp>(); if (actorProp == null) { return; } Actor actor = actorProp.ActorLogicObj; AttackAction action = actor.ActionControl.LookupAction(ActorAction.ENType.enAttackAction) as AttackAction; if (null == action) { Debug.LogWarning("Remote Attack is error, attack action is null"); return; } ++action.m_skillResultIDIndex; if (null == action.m_skillInfo) {//技能为空 Debug.LogWarning("remote attack,skill info is null,skillID:" + action.m_skillID); return; } int skillID = action.m_skillID; //飞行道具的id和SkillResultID是一样的 FlyingItemInfo itemInfo = GameTable.FlyingItemTableAsset.LookUp(action.SkillResultID); if (itemInfo == null) { Debug.LogWarning("flying item info is null, id is " + action.SkillResultID.ToString()); return; } Vector3 targetPos = Vector3.zero; Actor skillTarget = action.m_skillTarget; if (skillTarget != null) { if (skillTarget.Type == ActorType.enMain && skillTarget.IsActorExit) { skillTarget = ActorManager.Singleton.MainActor; action.m_skillTargetID = skillTarget.ID; } targetPos = skillTarget.RealPos; } if (skillTarget != null) { actor.Forward(skillTarget.RealPos); } RemoteAttackManager.Info info = new RemoteAttackManager.Info(itemInfo); info.m_srcActor = actor; info.m_dstActor = skillTarget; info.m_targetPos = targetPos; info.m_skillID = skillID; RemoteAttackManager.Singleton.Add(info); if (animEvent.intParameter != 0) {//隐藏武器 actor.ShowWeaponModelWithTable(false); } }
void OnTriggerExit(Collider other) { if (other.isTrigger) { return; } Transform targetObj = other.transform; while (null != targetObj && targetObj.name != "body") { targetObj = targetObj.parent; } if (null == targetObj) { return; } ActorProp prop = targetObj.parent.GetComponent <ActorProp>(); if (null == prop) { return; } if (!ClientNet.Singleton.IsConnected || prop.Type != ActorType.enMain) { return; } if (prop.ID != ActorManager.Singleton.MainActor.ID) { return; } SceneFuncPoint pointComp = gameObject.GetComponent <SceneFuncPoint>(); if (pointComp == null) { return; } if (pointComp.m_pointType != ENScenePointType.triggerArea) { return; } int triggerID = pointComp.m_triggerAreaInfo.m_triggerID; if (triggerID != 0) { //发送触发区域事件 modify by luozj //ClientNet.Singleton.SendPacket(new AreaOnTriggerPacket(ENTriggerOpt.enExit, triggerID)); } if (pointComp.m_triggerAreaInfo.m_triggerType == ENTriggerType.enOnceTrigger) { gameObject.GetComponent <Collider>().enabled = false; } }
//显示残影 public void ShowGhost(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp || selfProp.ActorLogicObj == null) { return; } Actor self = selfProp.ActorLogicObj; self.ShowGhost(animEvent.floatParameter); }
public void OnTriggerEnter(Collider other) { if (other.isTrigger) { return; } Transform targetObj = other.transform; while (null != targetObj && targetObj.name != "body") { targetObj = targetObj.parent; } if (null == targetObj) { return; } ActorProp prop = targetObj.parent.GetComponent <ActorProp>(); if (null == prop) { return; } if (!ClientNet.Singleton.IsConnected || prop.Type != ActorType.enMain) { return; } if (prop.ID != ActorManager.Singleton.MainActor.ID) { return; } SceneFuncPoint pointComp = gameObject.GetComponent <SceneFuncPoint>(); if (pointComp == null) { return; } if (pointComp.m_pointType != ENScenePointType.triggerArea) { return; } //int triggerID = pointComp.m_triggerAreaInfo.m_triggerID; //UIPlayerGuide playerGuide = UIManager.Singleton.GetUI<UIPlayerGuide>(); //playerGuide.ShowWindow(); //playerGuide.SetTriggerID(triggerID); //if (triggerID != 0) //{ // //发送触发区域事件 // ClientNet.Singleton.SendPacket(new AreaOnTriggerPacket(ENTriggerOpt.enEnter, triggerID)); //} }
public ActorProp SearchParentComponentActorProp(Transform obj) { ActorProp c = obj.GetComponent <ActorProp>(); if (c != null) { return(c); } if (obj.transform.parent != null) { return(SearchParentComponentActorProp(obj.transform.parent)); } return(null); }
void MoveToTarget(AnimationEvent animEvent) { GameObject actorObj = gameObject.transform.parent.gameObject; ActorProp actorProp = actorObj.GetComponent <ActorProp>(); if (actorProp == null) { return; } Actor actor = actorProp.ActorLogicObj; //actor.ActionControl.LookupAction<AttackAction> Actor target = actor.TargetManager.CurrentTarget; if (target == null) { return; } string[] theparams = animEvent.stringParameter.Split(new char[1] { ',' }); Vector3 pos = target.MainPos; ///Vector3 forward = actor.MainObj.transform.forward; //bool rot = false; try { if (theparams.Length >= 3) { pos.x = float.Parse(theparams[0]); pos.y = float.Parse(theparams[1]); pos.z = float.Parse(theparams[2]); pos = target.MainObj.transform.TransformPoint(pos); //rot = true; } } catch (System.Exception e) { Debug.LogError("MoveToTarget:" + animEvent.stringParameter + "======error:" + e.Message); pos = target.MainPos; } actor.MainObj.transform.localPosition = pos; Vector3 direction = target.MainPos - pos; direction.y = 0.0f; direction.Normalize(); actor.MainObj.transform.forward = direction; }
void ChangeResultID(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { return; } TrapAttackAction action = (selfProp.ActorLogicObj as Trap).mActionControl.LookupAction(TrapAction.ENType.enAttackAction) as TrapAttackAction; if (null != action) { action.mSkillResultID = animEvent.intParameter; } }
void TriggerBoneEndPosition(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { return; } string boneName = animEvent.stringParameter; Transform trans = RecursionQueryBone(selfProp.ActorLogicObj.MainObj.transform, boneName); if (trans != null) { selfProp.ActorLogicObj.mCurAttackBoneEndPos = trans.position; } }
//显示武器model void ShowWeapon(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { Debug.LogWarning("StopAction return, actorProp get failed"); return; } Actor self = selfProp.ActorLogicObj; if (null != self && !self.IsDead) { self.ShowWeaponModelWithTable(animEvent.intParameter == 0); } }
//播放武器动作(int:0为左手,其它为右手,string:动画名称) void PlayWeaponsAnimation(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { Debug.LogWarning("StopAction return, actorProp get failed"); return; } Actor self = selfProp.ActorLogicObj; if (null != self && !self.IsDead) { self.PlayWeaponsAnimation(animEvent.intParameter != 0, animEvent.stringParameter); } }
void OnTriggerEnter(Collider other) { //Debug.Log("OnTriggerEnter"); if (m_enter == false) { return; } GlobalEnvironment.Singleton.IsInCallbackOrTrigger = true; try { Transform targetObj = other.transform; while (null != targetObj && targetObj.name != "body") { targetObj = targetObj.parent; } if (null != targetObj) { ActorProp actorProp = targetObj.parent.GetComponent <ActorProp>(); if (null != actorProp && actorProp.Type == ActorType.enMain) { m_targetObj = actorProp.ActorLogicObj.CenterPart; Rigidbody body = transform.gameObject.GetComponent <Rigidbody>(); body.useGravity = false; body.isKinematic = true; m_lastTime = TimeUtil.GetCurrentTimeMillis(); // Debug.Log("碰到金币了 m_lastTime:" + m_lastTime); m_enter = false; } } } catch (Exception e) { Debug.LogError("Error On PickUpCallback OnTriggerEnter" + e.Message + ",,,,Stack:" + e.StackTrace.ToString()); } GlobalEnvironment.Singleton.IsInCallbackOrTrigger = false; svelocitx = 0f; svelocity = 0f; svelocitz = 0f; }
public void CameraFieldOfView(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { return; } Actor self = selfProp.ActorLogicObj; if (self.Type != ActorType.enMain) {//不是主控角色 return; } string[] theparams = animEvent.stringParameter.Split(new char[1] { ',' }); try { CameraFOVData fovChanged = new CameraFOVData(); if (theparams.Length >= 4) { fovChanged.m_fov = float.Parse(theparams[0]); if (fovChanged.m_fov > 10) { fovChanged.m_fov = (fovChanged.m_fov / 25.0f) * GameSettings.Singleton.CameraFieldOfView; } else { fovChanged.m_fov = fovChanged.m_fov * GameSettings.Singleton.CameraFieldOfView; } fovChanged.m_currentToFovTime = float.Parse(theparams[1]); fovChanged.m_fovLoopTime = float.Parse(theparams[2]); fovChanged.m_fovGoBackTime = float.Parse(theparams[3]); fovChanged.m_startFov = GameSettings.Singleton.CameraFieldOfView; m_fovLinear = fovChanged; UpdateFov(); } } catch (System.Exception e) { Debug.LogError("CameraFieldOfView:" + animEvent.stringParameter + "======error:" + e.Message); } }
//清除命令 void ClearCMD(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { return; } Actor actor = selfProp.ActorLogicObj; if (actor.Type == ActorType.enMain || actor.Type == ActorType.enPlayer) { (actor as Player).CurrentCmd = null; } else if (actor.Type == ActorType.enNPC) { (actor as NPC).CurrentCmd = null; } }
void TriggerSelfSpasticity(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { return; } SelfSpasticityAction spAction = selfProp.ActorLogicObj.ActionControl.LookupAction(ActorAction.ENType.enSelfSpasticityAction) as SelfSpasticityAction; if (null == spAction) { spAction = selfProp.ActorLogicObj.ActionControl.AddAction(ActorAction.ENType.enSelfSpasticityAction) as SelfSpasticityAction; } if (null != spAction) { spAction.ChangeDurationTime(animEvent.floatParameter); } }
//攻击中,开始旋转 //void StartRotate(AnimationEvent animEvent) //{ // ActorProp selfProp = transform.parent.GetComponent<ActorProp>(); // if (null == selfProp) // { // Debug.LogWarning("StopAction return, actorProp get failed"); // return; // } // Actor self = selfProp.ActorLogicObj; // if (null != self && !self.IsDead) // { // AttackAction action = self.ActionControl.LookupAction(AttackAction.SGetActionType()) as AttackAction; // if (action != null) // { // action.StartRotate(animEvent.floatParameter); // } // } //} //立即结束攻击动作 void TerminateAttackAction(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { Debug.LogWarning("StopAction return, actorProp get failed"); return; } Actor self = selfProp.ActorLogicObj; if (null != self && !self.IsDead) { AttackAction action = self.ActionControl.LookupAction(AttackAction.SGetActionType()) as AttackAction; if (action != null) { action.IsFinished = true; } } }
public void OnTriggerEnter(Collider other) { if (other.isTrigger) { return; } Transform targetObj = other.transform; while (null != targetObj && targetObj.name != "body") { targetObj = targetObj.parent; } if (null == targetObj) { return; } ActorProp prop = targetObj.parent.GetComponent <ActorProp>(); if (null == prop) { return; } // if (prop.Type != ActorType.enMain) // { // return; // } if (ENTriggerEventType.enTriggerArrowEvent == mEventType) { ForwardDirectionArrow.Singleton.HideArrow(gameObject); } else if (ENTriggerEventType.enTriggerBossWarningEvent == mEventType) { // gameObject.GetComponent<Collider>().isTrigger = false; // gameObject.GetComponent<Collider>().enabled = false; // SceneManger.Singleton.NotifyChanged((int)SceneManger.ENPropertyChanged.enUIBossRoomWarning, null); // CursorEffectFunc.Singleton.Active(); } else if (ENTriggerEventType.enTriggerPlayerEnter == mEventType) { } }
void OnCheckEnterCallBack(GameObject gameObject, Collider other) { if (other.isTrigger) { return; } Transform targetObj = other.transform; while (null != targetObj && targetObj.name != "body") { targetObj = targetObj.parent; } if (targetObj == null) { return; } ActorProp prop = targetObj.parent.GetComponent <ActorProp>(); Actor targetActor = prop.ActorLogicObj; if (targetActor.Type == ActorType.enMain) { if (!mStarBattleActive) { mStarBattleActive = true; SM.RandomRoomLevel.Singleton.NotifyChanged((int)SM.RandomRoomLevel.ENPropertyChanged.enBeginBattle, null); //RoomCloseGates(); foreach (var item in mNpcList) { ActorManager.Singleton.m_actorMap.Add(item.ID, item); Actor delayActor; ActorManager.Singleton.m_delayReleaseActorDict.TryGetValue(item.ID, out delayActor); if (null != delayActor) { ActorManager.Singleton.m_delayReleaseActorDict.Remove(item.ID); } } } } }
void OnTriggerEnter(Collider other) { if (other.isTrigger) { return; } Transform targetObj = other.transform; while (null != targetObj && targetObj.name != "body") { targetObj = targetObj.parent; } if (targetObj == null) { return; } ActorProp prop = targetObj.parent.GetComponent <ActorProp>(); Actor targetActor = prop.ActorLogicObj; if (targetActor.Type != ActorType.enMain) { return; } MainPlayer player = targetActor as MainPlayer; SM.SceneRoomInfoTree infoTree = null; if (Target == sboss) { infoTree = SM.RandomRoomLevel.Singleton.LookupBossRoomInfo(LevelId); if (null != infoTree) { player.Teleport(infoTree.CharPosTransform); } } else if (Target == slevel) { SM.RandomRoomLevel.Singleton.OnLeaveLevel(LevelId); SM.RandomRoomLevel.Singleton.OnEnterlevel(LevelId + 1); } }
void OnTriggerEnter(Collider other) { if (other.isTrigger) { return; } if (isOver) { return; } Transform targetObj = other.transform; while (null != targetObj && targetObj.name != "body") { targetObj = targetObj.parent; } if (null == targetObj) { return; } ActorProp prop = targetObj.parent.GetComponent <ActorProp>(); if (null == prop) { return; } if (prop.ActorLogicObj.IsDead) { return; } if (prop.Type == ActorType.enMain) { WorldParamInfo WorldParamList; WorldParamList = GameTable.WorldParamTableAsset.Lookup((int)ENWorldParamIndex.enAttackActionName); gameObject.GetComponent <Animation>().Play(WorldParamList.StringTypeValue); WorldParamList = GameTable.WorldParamTableAsset.Lookup((int)ENWorldParamIndex.enAttackedActionName); targetObj.gameObject.GetComponent <Animation>().Play(WorldParamList.StringTypeValue); isOver = true; } }
//摄像机变暗变亮 void CameraCoverLightChange(AnimationEvent animEvent) { ActorProp selfProp = transform.parent.GetComponent <ActorProp>(); if (null == selfProp) { return; } Actor self = selfProp.ActorLogicObj; if (self.Type != ActorType.enMain) {//不是主控角色 return; } string[] param = animEvent.stringParameter.Split(new char[1] { ',' }); if (param.Length != 2) { return; } MainGame.Singleton.MainCamera.CameraCoverLightChange(param[0], param[1], animEvent.floatParameter); }
void OnTriggerEnter(Collider other) { if (other.isTrigger) { return; } Transform targetObj = other.transform; while (null != targetObj && targetObj.name != "body") { targetObj = targetObj.parent; } if (null == targetObj) { return; } ActorProp prop = targetObj.parent.GetComponent <ActorProp>(); if (null == prop) { return; } if (ClientNet.Singleton.IsConnected && prop.Type == ActorType.enMain) { if ((mDropID > 0) && (mItemID > 0)) { ////拾取掉落 modify by luozj //ClientNet.Singleton.SendPacket(new PickupDropPacket(mDropID, mItemID)); } if (mDropTrigger != null) { mDropTrigger.DisableDropHolder(); } mDropID = -1; mItemID = -1; } }