コード例 #1
0
 public override void Init(FCObject owner)
 {
     base.Init(owner);
     if (_battleCharEffect == null)
     {
         GameObject battleEffectPrefab = InJoy.AssetBundles.AssetBundles.Load(_battleEffectPrefabName, typeof(GameObject)) as GameObject;
         //create instance
         GameObject instance = GameObject.Instantiate(battleEffectPrefab) as GameObject;
         instance.transform.parent        = _owner.ACOwner.ThisTransform;
         instance.transform.localPosition = Vector3.zero;
         instance.transform.localRotation = Quaternion.identity;
         instance.transform.localScale    = new Vector3(1f, 1f, 1f);
         //get component
         _battleCharEffect = instance.GetComponentInChildren <BattleCharEffect>();
         if (_battleCharEffect != null)
         {
             _battleCharEffect.PrepareEffect();
         }
     }
 }
コード例 #2
0
    private BattleCharEffect _battleCharEffect = null; //the controller of effect

    protected override void OnInit()
    {
        if (_owner.ACOwner.IsPlayer)
        {
            //_damageInCrease = _owner._percents;
            //_maxChargeCount = (int)_owner._trueValue;
        }
        _coolDownTime = _owner.coolDownTimeMax;
        _cdTimeCount  = 0;
        _chargeCount  = 0;
        _owner.ACOwner._onSkillEnter += OnSkillEnter;
        _owner.ACOwner._onSkillQuit  += OnSkillQuit;
        _owner.ACOwner._onHitTarget  += OnHitTarget;
        _owner.ACOwner._onShowBody   += OnShowBody;


        //get battle char effect and prepare it
        //check effect prefeb name
        Assertion.Check(!string.IsNullOrEmpty(_battleEffectPrefabName));
        //load prefeb
        GameObject battleEffectPrefab = InJoy.AssetBundles.AssetBundles.Load(_battleEffectPrefabName, typeof(GameObject)) as GameObject;
        //create instance
        GameObject instance = GameObject.Instantiate(battleEffectPrefab) as GameObject;

        instance.transform.parent        = _owner.ACOwner.ThisTransform;
        instance.transform.localPosition = Vector3.zero;
        instance.transform.localRotation = Quaternion.identity;
        instance.transform.localScale    = new Vector3(1.5f, 1f, 1.5f);
        //get component
        _battleCharEffect = instance.GetComponentInChildren <BattleCharEffect>();
        if (_battleCharEffect != null)
        {
            _battleCharEffect.PrepareEffect();
        }

        StartCoroutine(STATE());
    }