public override void OnExit() { CurrentActor.MainAnim.cullingType = AnimationCullingType.BasedOnRenderers; if (CurrentActor.CenterCollider != null) { CurrentActor.CenterCollider.gameObject.layer = LayerMask.NameToLayer("Actor"); } //将位移动画的位移回馈到角色,并且播放下一个动画,下一个动画不能Fade [8/11/2015 tgame] CurrentActor.ApplyAnimationOffset(); }
public override void OnExit() { AnimationConfig animConfig = CurrentActor.MainAnim.GetComponent <AnimationConfig>(); if (null != animConfig && null != animConfig.Trail) { animConfig.Trail.ClearTrail(); } { AttackActionCallback callback = CurrentActor.GetBodyParentObject().GetComponent <AttackActionCallback>(); callback.enabled = false; } if (m_skillTarget != null && m_skillTarget != CurrentActor) {//面向目标 Vector3 direction = m_skillTarget.RealPos - CurrentActor.RealPos; direction.y = 0; // 由于这里修改旋转,会导致Actor的RealPos不正确,所以这里不能乱转 [8/19/2014 tgame] //CurrentActor.MoveRotation(Quaternion.LookRotation(direction.normalized) * Quaternion.LookRotation(Vector3.forward)); } m_effectObjList.Clear(); if (m_skillInfo.IsSlashExist) {//显示BoxCollider if (CurrentActor.CenterCollider != null) { CurrentActor.CenterCollider.gameObject.layer = LayerMask.NameToLayer("Actor"); } } if (null != CurrentActor.Combo) {//设置连接技的信息 CurrentActor.Combo.SetConnetionInfo(m_skillInfo.SkillConnectionType); } StopPlaySkillEventAnimation(); //隐藏body下的所有istrigger状态的collider CurrentActor.HideTriggerCollider(); //停止播放所有武器动作 CurrentActor.StopPlayWeaponsAnimation(); //隐藏武器 CurrentActor.ShowWeaponModelWithTable(false); //回馈位移动画 CurrentActor.ApplyAnimationOffset(); }
public override void OnExit() { CurrentActor.MainAnim.cullingType = AnimationCullingType.BasedOnRenderers; //回馈位移动画 CurrentActor.ApplyAnimationOffset(); }
public override bool OnUpdate() { if (m_isSwitchRotation) { float fInterval = RotateForwardTarget(); if (Mathf.Abs(fInterval) <= GameSettings.Singleton.m_attackRotateMinAngle) { m_isPlay = true; m_isSwitchRotation = false; AnimStartTime = Time.time; AnimLength = float.MaxValue; RefreshActionRef(); } else { return(false); } } if (!IsFinished) { PlaySkillEventAnimation(); PlayMissingSound(); //if (m_skillInfo.IsStopAttck) //{//如果目标死亡,且不在主动僵直中,则停止攻击 // if (m_skillTarget != null && m_skillTarget.IsDead) // {//目标死亡 // if (!CurrentActor.ActionControl.IsActionRunning(ActorAction.ENType.enSelfSpasticityAction)) // {//不在主动僵直中 // return true; // } // } //} if (m_skillInfo.IsCanMove) {//移动攻击技能,改为移动攻击action AttackStepInfo info = GetAttackStepInfo(); if (info != null) { if (m_skillInfo.IsConductExist && info.m_animName == m_skillInfo.ConductMotion) {//引导动作 if (CurrentActor.ActionControl.IsActionRunning(AttackingMoveAction.SGetActionType())) { return(false); } int skillID = m_skillID, targetID = m_skillTargetID; AttackingMoveAction action = CurrentActor.ActionControl.AddAction(AttackingMoveAction.SGetActionType()) as AttackingMoveAction; if (action != null) { action.Init(skillID, targetID); return(false); } } } } if (Time.time - AnimStartTime > AnimLength) {//当前动画播放完毕 //回馈位移动画 CurrentActor.ApplyAnimationOffset(); AttackStepInfo info = GetAttackStepInfo(); if (info != null) { //当前有动画在播放 if (m_skillInfo.IsSpellExist && info.m_animName == m_skillInfo.SpellMotion) { //吟唱动作 ActionToSpell(); } //else if (m_skillInfo.IsSlashExist && info.m_animName == m_skillInfo.SlashMotion) //{//冲刺动作 // //ActionToSlash(); //} else if (m_skillInfo.IsConductExist && info.m_animName == m_skillInfo.ConductMotion) { //引导动作 if (m_skillInfo.IsCanMove) { //移动攻击技能,改为移动攻击action int skillID = m_skillID, targetID = m_skillTargetID; AttackingMoveAction action = CurrentActor.ActionControl.AddAction(AttackingMoveAction.SGetActionType()) as AttackingMoveAction; if (action != null) { action.Init(skillID, targetID); return(false); } } else { ActionToConduct(); } } else { if (Time.time - AnimStartTime < info.m_animTime) {//播放时间未到,继续播放 RefreshActionRef(); return(false); } if (info.m_animName == m_skillInfo.ReleaseMotion) { //释放动作 if (m_skillInfo.TargetNumber > 0) { //对多个目标进行释放动作 if (m_skillInfo.TargetNumber > SkillTargetIDList.Count) { m_closestDistance = float.MaxValue; m_closestTargetID = 0; ActorManager.Singleton.ForEach(CheckTarget); if (m_closestTargetID != 0) {//查找到最近的目标 m_skillTargetID = m_closestTargetID; CurrentActor.CurrentTarget = m_skillTarget; RefreshActionRef(); //因为要播放同一技能步骤下的动作,所以把m_currentType重置 m_currentType = Actor.ENSkillStepType.enNone; //加入到技能目标id列表中 SkillTargetIDList.Add(m_skillTargetID); return(false); } } } } ++m_curAttackStep; if (m_animationNameList.Count <= m_curAttackStep) {//所有动作播放完毕 IsFinished = true; } else { m_animBeginTimer = 0; m_animDuration = 0; RefreshActionRef(); } } } else { IsFinished = true; } } } if (!CurrentActor.MainRigidBody.isKinematic) { CurrentActor.MainRigidBody.velocity = Vector3.zero; } return(IsFinished); }