コード例 #1
0
ファイル: AttackRangeDisplay.cs プロジェクト: LynnPi/OF
    /// <summary>
    /// 生成矩形攻击范围
    /// </summary>
    /// <param name="parentTrans">船体</param>
    /// <param name="radiateLen">长度</param>
    /// <param name="radiateWid">宽度</param>
    /// <param name="color">颜色</param>
    /// <returns></returns>
    public static AttackRangeDisplay InitRectangleAttackRange(Transform parentTrans, float radiateLen, float radiateWid, Color color)
    {
        GameObject go = new GameObject("RectangleAttackRange");

        go.transform.parent           = parentTrans;
        go.transform.localPosition    = Vector3.zero;
        go.transform.localEulerAngles = Vector3.zero;
        go.transform.localScale       = Vector3.one;
        AttackRangeDisplay display = go.AddComponent <AttackRangeDisplay>();

        display.InitRectangleAttackRange(radiateLen, radiateWid, color);
        return(display);
    }
コード例 #2
0
ファイル: TeamDisplay.cs プロジェクト: LynnPi/OF
    public void Init(ClientShip clientShip, Ship ship, List <GameObject> shipList, bool bPlayer)
    {
        IsDead = false;

        RootGo_ = new GameObject("Root_" + (bPlayer ? "Player" : "Enemy") + "_");  //+ clientShip.Reference.name );
        RootGo_.transform.position = clientShip.Position;

        ClientShip_ = clientShip;
        //Ship_ = ship;
        Vector3[] tempFormationList = clientShip.FormationList;

        for (int i = 0; i < shipList.Count; i++)
        {
            ShipDisplay display = shipList[i].AddComponent <ShipDisplay>();
            display.Init(this, ship, clientShip.Position, tempFormationList == null ? Vector3.zero : tempFormationList[i], bPlayer);
            ShipList_.Add(display);
        }
        bool isAdvancedShip = (clientShip.Reference.id == 40000 || clientShip.Reference.id == 60000);//暂时这样写,到时候根据tag来

        BattleShipInfo_ = BattleShipInfo.Create(RootGo_.transform, this, clientShip.Name, ship.shieldRadius, bPlayer, isAdvancedShip);

        foreach (var iter in clientShip.PartsList)
        {
            float atkRangeMin  = iter.Reference.atk_range_min;
            float atkRangeMax  = iter.Reference.atk_range_max;
            float atkMoveRange = iter.Reference.attack_move_range;
            float angle        = iter.Reference.atk_angle;
            // 最近和最远的攻击范围
            AttackRangeDisplayList_.Add(AttackRangeDisplay.InitSectorAttackRange(bPlayer, RootGo_.transform, atkRangeMin, atkRangeMax, angle, Color.red));
            // 移动攻击范围
            AttackRangeDisplayList_.Add(AttackRangeDisplay.InitSectorAttackRange(bPlayer, RootGo_.transform, 0, atkMoveRange, angle, Color.gray));
        }

        // 是玩家并且是旗舰,生成技能范围
        if (bPlayer && clientShip.IsCommanderShip())
        {
            for (int i = 0; i < 3; i++)
            {
                ClientSkill        skill   = clientShip.GetSkillByIndex(i);
                AttackRangeDisplay display = null;
                if (skill != null)
                {
                    proto.SkillReference reference = skill.Prop;
                    // 扇形
                    if (reference.skill_select_type == Def.SkillSelectType.CastScope)
                    {
                        display = AttackRangeDisplay.InitSectorAttackRange(true, RootGo_.transform, 0, reference.cast_range, reference.cast_angle, Color.blue);
                    }
                    //else if( reference.skill_select_type == Def.SkillSelectType.PlayerSelect ) {
                    // 圆形
                    //if( reference.shape_type == Def.ShapeType.Circle ) {
                    //    display = AttackRangeDisplay.InitCircleAttackRange( RootGo_.transform, reference.aoe_range, Color.blue );
                    //}
                    //}
                    else if (reference.skill_select_type == Def.SkillSelectType.NoSelection)
                    {
                        // 矩形或圆形
                        if (reference.shape_type == Def.ShapeType.Rectangle)
                        {
                            display = AttackRangeDisplay.InitRectangleAttackRange(RootGo_.transform, reference.radiate_len, reference.radiate_wid * 2, Color.blue);
                        }
                        else if (reference.shape_type == Def.ShapeType.Circle)
                        {
                            display = AttackRangeDisplay.InitCircleAttackRange(RootGo_.transform, reference.aoe_range, Color.blue);
                        }
                    }
                    if (display != null)
                    {
                        display.gameObject.name += "_skill";
                    }
                }
                SkillAttackRangeDisplayList.Add(display);
            }
        }

        if (HaloTemplate_ == null)
        {
            HaloTemplate_ = Resources.Load("Effect/Halo");
        }

        HaloGo_ = GameObject.Instantiate(HaloTemplate_) as GameObject;
        HaloGo_.transform.GetChild(0).localPosition = Vector3.zero;
        HaloGo_.transform.parent           = RootGo_.transform;
        HaloGo_.transform.localEulerAngles = Vector3.zero;
        HaloGo_.transform.localPosition    = Vector3.zero + new Vector3(0, -1, 0);
        HaloGo_.transform.localScale       = Vector3.one * clientShip.Reference.vol;
    }