public GridActionCmd103003Skill1111(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { m_CastTime = 0.42f; m_EventTime = 0.42f; m_Duration = 1f; }
public GridActionCmd200008Skill1101(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { m_CastTime = 1.1f; m_EventTime = 1.1f; m_Duration = 3.0f; }
public GridActionCmd100002ActiveSkill(DoQianyaoFun qianyaofun, DoAttackFun fun, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) : base(qianyaofun, fun, sceneID, AttackSceneId, AttackDir, deep, skillid, blackscreentime) { m_Duration = 2.667f; ///3.667f; m_EventTime = 1.4f; //2.367f; m_CastTime = 1.4f; //2.267f; }
public void SetInfo(Vector3 dest, DoAttackFun fun, float speed, WalkDir dir, BulletType t, SoldierSkill skill, bool isPlaySound = true) { m_dir = dir; m_Skill = false; m_skillinfo = skill; m_Start = transform.localPosition; m_Start.z = -0.5f; m_Destination = dest; m_Destination.z = -0.5f; //m_Destination.y = m_Start.y; m_fun = fun; m_Speed = speed; m_Duration = Mathf.Abs(transform.localPosition.x - m_Destination.x) / speed; m_type = t; //effect = SkillEffects._instance.LoadEffect("effect/prefab/", "1002011",transform.position,0.5f); if (isPlaySound) { SoundPlay.Play("fireGun", false, false); } m_info = m_skillinfo.m_skilleffectinfo; /*if (t == BulletType.Grenade || t == BulletType.Snowball|| t == BulletType.Poison || t == BulletType.ling) * { * //m_Destination.y -= 1f; * myBezier = new Bezier( m_Start, new Vector3(0,-3,0), new Vector3(0,-3,0), m_Destination ); * } * * if (t == BulletType.Grenade || t == BulletType.Snowball|| t == BulletType.Poison ) * { * //m_Destination.y -= 1f; * myBezier = new Bezier( m_Start, new Vector3(0,-3,0), new Vector3(0,-3,0), m_Destination ); * } * if (t == BulletType.ling) * { * //m_Destination.y -= 1f; * m_Destination.y = m_Start.y; * myBezier = new Bezier( m_Start, new Vector3(0,-2,0), new Vector3(0,-2,0), m_Destination ); * }*/ if (skill.m_type == 1005) { float dis = m_Destination.x - m_Start.x; Vector3 pos = m_Destination; pos.x = m_Start.x + dis * 0.7f; myBezier = new Bezier(m_Start, new Vector3(0, -m_info.m_locus, 0), new Vector3(0, -m_info.m_locus, 0), pos); Vector3 pos1 = pos; pos1.x += dis * 0.2f; myBezier1 = new Bezier(pos, new Vector3(0, -m_info.m_locus * 0.4f, 0), new Vector3(0, -m_info.m_locus * 0.4f, 0), pos1); myBezier2 = new Bezier(pos1, new Vector3(0, -m_info.m_locus * 0.2f, 0), new Vector3(0, -m_info.m_locus * 0.2f, 0), m_Destination); } else { myBezier = new Bezier(m_Start, new Vector3(0, -m_info.m_locus, 0), new Vector3(0, -m_info.m_locus, 0), m_Destination); } //Debug.Log("bullet:" + transform.localPosition + "," +m_Destination + "," + m_Speed + "," + m_Duration + ","+Mathf.Abs(transform.localPosition.x - m_Destination.x)); }
public GridActionCmd100001Skill02(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { m_CastTime = 0.6f; m_EventTime = 0.6f; m_Duration = 1.267f; }
public GridActionCmd200004Skill5005(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { m_CastTime = 0.833f; m_EventTime = 0.833f; m_Duration = 1.367f; }
public GridActionCmd100003Skill1031(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { m_Duration = 1.667f; ///3.667f; m_EventTime = 1.3f; //2.367f; m_CastTime = 1.3f; //2.267f; }
public GridActionCmd102004Skill1072(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { m_CastTime = 3f; m_EventTime = 3f; m_Duration = 3f; }
public GridActionCmd103003ActiveSkill(DoQianyaoFun qianyaofun, DoAttackFun fun, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) : base(qianyaofun, fun, sceneID, AttackSceneId, AttackDir, deep, skillid, blackscreentime) { m_CastTime = 0.3f; m_EventTime = 0.9f; m_Duration = 2.167f; }
/// <summary> /// 豆豆技能 编号100001 /// </summary> private static GridActionCmdAttack Create100001(DoQianyaoFun qianyaofun, DoAttackFun NormalSkill, DoAttackFun BigSkill, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) { if (skillid == 1000) { return(new GridActionCmd100001ActiveSkill(qianyaofun, BigSkill, sceneID, AttackSceneId, AttackDir, deep, skillid, blackscreentime)); } else if (skillid == 1001) { return(new GridActionCmd100001Skill01(qianyaofun, NormalSkill, AttackSceneId, AttackDir, deep, skillid)); } else if (skillid == 1002) { return(new GridActionCmd100001Skill02(qianyaofun, NormalSkill, AttackSceneId, AttackDir, deep, skillid)); } else if (skillid == 1036) { return(new GridActionCmd100001Skill03(qianyaofun, NormalSkill, AttackSceneId, AttackDir, deep, skillid)); } else if (skillid == 1037) { return(new GridActionCmd100001Skill1037(qianyaofun, NormalSkill, AttackSceneId, AttackDir, deep, skillid)); } else if (skillid == 1047) { return(new GridActionCmd100001LSkill01(qianyaofun, NormalSkill, AttackSceneId, AttackDir, deep, skillid)); } return(null); }
/// <summary> /// 蹦蹦与蹦大技能,编号100003 /// </summary> private static GridActionCmdAttack Create100003(DoQianyaoFun qianyaofun, DoAttackFun NormalSkill, DoAttackFun BigSkill, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) { if (skillid == 1028) { return(new GridActionCmd100003ActiveSkill(qianyaofun, BigSkill, sceneID, AttackSceneId, AttackDir, deep, skillid, blackscreentime)); } else if (skillid == 1032) { return(new GridActionCmd100003Skill01(qianyaofun, NormalSkill, AttackSceneId, AttackDir, deep, skillid)); } else if (skillid == 1030) { return(new GridActionCmd100003Skill02(qianyaofun, NormalSkill, AttackSceneId, AttackDir, deep, skillid)); } else if (skillid == 1029)//冰冻炸弹 { return(new GridActionCmd100003Skill1029(qianyaofun, NormalSkill, AttackSceneId, AttackDir, deep, skillid)); } else if (skillid == 1031)//火焰炸弹 { return(new GridActionCmd100003Skill1031(qianyaofun, NormalSkill, AttackSceneId, AttackDir, deep, skillid)); } return(null); }
public GridActionCmd100004Skill01(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { //Debug.Log("二白普攻 1051"); m_CastTime = 0.6f; m_EventTime = 0.6f; m_Duration = 1f; }
public GridActionCmd102005ActiveSkill(DoQianyaoFun qianyaofun, DoAttackFun fun, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) : base(qianyaofun, fun, sceneID, AttackSceneId, AttackDir, deep, skillid, blackscreentime) { m_CastTime = 1.23f; m_EventTime = 1.23f; m_Duration = 3.5f; m_Dir = AttackDir; }
public GridActionCmd101003ActiveSkill(DoQianyaoFun qianyaofun, DoAttackFun fun, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) : base(qianyaofun, fun, sceneID, AttackSceneId, AttackDir, deep, skillid, blackscreentime) { //Debug.Log("猫女鞭刑 1052"); m_Duration = 4.06f; ///3.667f; m_EventTime = 1.2f; //2.367f; m_CastTime = 1.2f; //2.267f; }
public GridActionCmd101001LSkill01(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { m_Duration = 1; m_CastTime = 0.2333f; m_EventTime = 0.2333f; m_Dir = AttackDir; }
/// <summary> /// 弓箭企鹅技能 编号200007 /// </summary> private static GridActionCmdAttack Create200007(DoQianyaoFun qianyaofun, DoAttackFun NormalSkill, DoAttackFun BigSkill, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) { if (skillid == 5007) { return(new GridActionCmd200007Skill5007(qianyaofun, NormalSkill, AttackSceneId, AttackDir, deep, skillid)); } return(null); }
public GridActionCmd103001ActiveSkill(DoQianyaoFun qianyaofun, DoAttackFun fun, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) : base(qianyaofun, fun, sceneID, AttackSceneId, AttackDir, deep, skillid, blackscreentime) { m_CastTime = 0.95f; m_EventTime = 0.95f; m_Duration = 1.967f; PlayAction(AnimatorState.Skill01, m_Start); }
public GridActionCmd103002BigSkill(DoQianyaoFun qianyaofun, DoAttackFun fun, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) : base(qianyaofun, fun, sceneID, AttackSceneId, AttackDir, deep, skillid, blackscreentime) { m_CastTime = 0.667f; m_EventTime = 0.667f; m_Duration = 4f; m_walktime = 0f; m_Dir = AttackDir; }
public GridActionCmd102001ConditionSkill01(Vector3 start, Vector3 end, float eventtime, float totaltime, DoAttackFun fun, DoQianyaoFun qianyaofun) { m_Start = start; m_End = end; m_CastTime = m_eventtime = 1.2f; m_realDuration = 3f; m_Duration = m_realDuration; m_DoSkill = fun; m_QianYaoStatus = qianyaofun; }
public GridActionCmd100003ActiveSkill(DoQianyaoFun qianyaofun, DoAttackFun fun, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) : base(qianyaofun, fun, sceneID, AttackSceneId, AttackDir, deep, skillid, blackscreentime) { //分支 m_Duration = 4.3f; ///3.667f; m_EventTime = 1f; //2.367f; m_CastTime = 1.3f; //2.267f; //分支 end //NGUIUtil.DebugLog("蹦达与蹦蹦大招天雨散弹","blue"); }
public GridActionCmd100003Skill02(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { m_Duration = 1.667f; ///3.667f; m_EventTime = 1f; //2.367f; m_CastTime = 1f; //2.267f; #if UNITY_EDITOR_LOG NGUIUtil.DebugLog("蹦达与蹦蹦怒气加持", "yellow"); #endif }
public GridActionCmd200004Skill5006(Vector3 start, DoAttackFun fun, WalkDir dir, DoQianyaoFun qianyaofun) { m_CastTime = m_eventtime = 0.66f; m_Duration = 1.333f; m_Start = start; m_End = start; m_Dir = dir; m_DoSkill = fun; m_QianYaoStatus = qianyaofun; }
public GridActionCmd102005Skill1043(Vector3 start, Vector3 end, DoAttackFun fun, WalkDir dir, DoQianyaoFun qianyaofun) { m_CastTime = m_eventtime = 0.3f; m_Duration = 0.7f; m_Start = start; m_End = end; m_Dir = dir; m_DoSkill = fun; m_QianYaoStatus = qianyaofun; }
public GridActionCmd200003Skill5003(Vector3 start, DoAttackFun fun, DoQianyaoFun qianyaofun) { m_Start = start; m_End = start; m_CastTime = m_eventtime = 0f; m_realDuration = 0.5f; m_Duration = m_realDuration; m_DoSkill = fun; m_QianYaoStatus = qianyaofun; }
public GridActionCmd101003Ski1060(Vector3 start, Vector3 end, DoAttackFun fun, WalkDir dir, DoQianyaoFun qianyaofun) { m_CastTime = m_eventtime = 0.66f; m_Duration = 1.05f; m_Start = start; m_End = end; m_Dir = dir; m_DoSkill = fun; m_QianYaoStatus = qianyaofun; }
public GridActionCmd100003Skill01(DoQianyaoFun qianyaofun, DoAttackFun fun, int AttackSceneId, WalkDir AttackDir, int deep, int skillid) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { #if UNITY_EDITOR_LOG //Debug.Log("蹦达与蹦蹦普攻" + Time.time); #endif m_Duration = 1.667f; ///3.667f; m_EventTime = 1.3f; //2.367f; m_CastTime = 1.3f; //2.267f; }
public GridActionCmd100003ConditionSkill01(Vector3 start, Vector3 end, DoAttackFun fun, WalkDir dir, DoQianyaoFun qianyaofun) { //Debug.Log("蹦达与蹦蹦召唤蹦蹦"); m_Start = start; m_End = end; m_CastTime = m_eventtime = 3.87f; m_Duration = 5f; m_Dir = dir; m_DoSkill = fun; m_QianYaoStatus = qianyaofun; }
public GridActionCmd101001ConditionSkill01(Vector3 start, Vector3 end, DoAttackFun fun, WalkDir dir, DoQianyaoFun qianyaofun) { m_Start = start; m_End = end; m_CastTime = m_eventtime = 0.666f; m_Duration = 1.667f;//0.833f; m_realDuration = m_Duration; m_DoSkill = fun; m_Dir = dir; m_QianYaoStatus = qianyaofun; }
public GridActionCmd100004ConditionSkill1053(Vector3 start, Vector3 end, DoAttackFun fun, DoQianyaoFun qianyaofun) { m_Start = start; m_End = end; m_CastTime = 0.73f; m_eventtime = 0.73f; m_realDuration = 1f; m_Duration = m_realDuration; m_DoSkill = fun; m_QianYaoStatus = qianyaofun; }
public GridActionCmdActiveSkill(DoQianyaoFun qianyaofun, DoAttackFun fun, int sceneID, int AttackSceneId, WalkDir AttackDir, int deep, int skillid, float blackscreentime) : base(qianyaofun, fun, AttackSceneId, AttackDir, deep, skillid) { m_iSceneID = sceneID; m_bRunOnce = true; m_LifePrent = CM.GetLifeM(m_iSceneID, LifeMType.SOLDIER); m_lifeMCore = m_LifePrent.m_Core; m_blackscreentime = blackscreentime; s_activeskill.Add(this); //Debug.Log("aaa:start="+ Time.time); }