コード例 #1
0
    public void PlayWorldEffect(EnumEffectType effectType)
    {
        uint effectId = GetEffectId(effectType);

        if (effectId == 0)
        {
            return;
        }

        Transform  parent   = m_Property.GetOwner().GetSkinRootTransform();
        Vector3    position = parent.position;
        Quaternion rotation = parent.rotation;

        parent = null;

        string           path             = m_CfgEternityProxy.GetEffectPath(effectId);
        EffectController effectController = EffectManager.GetInstance().CreateEffect(path, EffectManager.GetEffectGroupNameInSpace(m_Property.IsMain()));

        effectController.transform.SetParent(null, false);
        effectController.transform.localPosition = position;
        effectController.transform.localRotation = rotation;
        effectController.SetCreateForMainPlayer(m_Property.IsMain());

        effectController.PlayFX();
        if (!m_EffectTable.ContainsKey(effectId))
        {
            m_EffectTable.Add(effectId, effectController);
        }
        BehaviorManager.Instance.LogFormat(m_Agent, string.Format($"PlayEffect effectType:{effectType} effectId:{effectId} path:{path}"));
    }
コード例 #2
0
    private void OnCreateStartAndLoopFX(EffectController buffFX, System.Object usedata)
    {
        if (usedata != null)
        {
            Buff buff = (Buff)usedata;

            if (buff != null)
            {
                // buff.VFXList?.Add(buffFX);
                buff.BuffProperty?.AddVFX(buffFX);

                if (buff.BuffEffect != null)
                {
                    buff.BuffEffect.OnLoopFXLoaded(buffFX);
                }
            }
            else
            {
                buffFX.RecycleFX();
            }
        }
        else
        {
            buffFX.RecycleFX();
        }
    }
コード例 #3
0
    // Start is called before the first frame update
    void Start()
    {
        scheduler.Start(() => {
            var edges = graph.GetEdges(current.id);
            Node ret;
            if (edges.Count == 0)
            {
                ret = graph.GetRoot();
            }
            else
            {
                if (edges.Count == 1)
                {
                    ret = graph.GetNode(edges.ElementAt(0));
                }
                else
                {
                    ret = graph.GetNode(edges.ElementAt(rng.Next(edges.Count)));
                }
            }
            current = ret;

            EffectController.GetInstance().OnActivateNode(current);

            return(ret);
        });
        is_playing = true;
    }
コード例 #4
0
    /// <summary>
    /// 创建开始,循环阶段特效
    /// </summary>
    private void CreateStartFXAndLoopFX()
    {
        if (VO.Link_id > 0 && !VO.Is_master)
        {
            //连线 buff, 被链接方,不播特效
            return;
        }


        SkillBuff buffConfig = m_SkillProxy.GetBuff((int)VO.ID);

        CfgSkillSystemProxy skillProxy = GameFacade.Instance.RetrieveProxy(ProxyName.CfgSkillSystemProxy) as CfgSkillSystemProxy;

        if (Leyoutech.Utility.EffectUtility.IsEffectNameValid(buffConfig.StartFx))
        {
            EffectController StartFX = EffectManager.GetInstance().CreateEffect(buffConfig.StartFx, EffectManager.GetEffectGroupNameInSpace(BuffProperty.IsMain()));
            //StartFX.transform.SetParent(BuffEffect.m_SelfTransform, false);
            BuffEffect.SetStartEffectController(StartFX);
            StartFX.SetCreateForMainPlayer(BuffProperty.IsMain());
        }

        if (Leyoutech.Utility.EffectUtility.IsEffectNameValid(buffConfig.LoopFx))
        {
            EffectController LoopFX = EffectManager.GetInstance().CreateEffect(buffConfig.LoopFx, EffectManager.GetEffectGroupNameInSpace(BuffProperty.IsMain()), OnCreateStartAndLoopFX, this);
            //LoopFX.transform.SetParent(BuffEffect.m_SelfTransform, false);
            BuffEffect.SetLoopEffectController(LoopFX);
            LoopFX.SetCreateForMainPlayer(BuffProperty.IsMain());
        }
    }
コード例 #5
0
    /// <summary>
    /// 转化炉的聚气
    /// 这是一个纯客户端表现的事. 聚气0.5秒后再按某个键开启转化炉
    /// </summary>
    /// <param name="componentEvent"></param>
    private void OnBurstPressed(IComponentEvent componentEvent)
    {
        ActivateBurstPressedEvent burstReadyEvent = componentEvent as ActivateBurstPressedEvent;

        if (burstReadyEvent.Ready)
        {
            if (m_Presentation != null)
            {
                if (m_ReformerReadyFX == null && Leyoutech.Utility.EffectUtility.IsEffectNameValid(m_Presentation.ReformerChargingFXAddress))
                {
                    m_ReformerReadyFX = EffectManager.GetInstance().CreateEffect(m_Presentation.ReformerChargingFXAddress, EffectManager.GetEffectGroupNameInSpace(m_Property.IsMain()));
                    m_ReformerReadyFX.transform.SetParent(m_Property.GetSkinRootTransform(), false);
                    m_ReformerReadyFX.SetCreateForMainPlayer(m_Property.IsMain());
                    m_ReformerReadyFX.SetAutoRecycleWhenNotExistLivingParticles(false);
                }
                else
                {
                    m_ReformerReadyFX.PlayFX();
                }
            }
        }
        else
        {
            m_ReformerReadyFX?.StopFX();
        }
    }
コード例 #6
0
    //create effect
    public EffectController Create(GfxObject owner, ActionObject.Effect effect, HitData hitData, GfxObject target)
    {
        GameObject       go  = owner.gameObject;
        GameObject       obj = GameObject.Instantiate(Resources.Load("Battle/Effect/" + effect.id)) as GameObject;
        EffectController effectController = obj.AddComponent <EffectController>();

        effectController.time    = effect.time;
        effectController.bullet  = effect.bullet;
        effectController.target  = target;
        effectController.owner   = owner;
        effectController.hitData = hitData;

        Transform trans = go.gameObject.transform.Find(effect.parent);

        if (trans != null)
        {
            obj.transform.parent        = trans;
            obj.transform.localPosition = effect.offset;
            obj.transform.localRotation = Quaternion.Euler(effect.rotate);
            obj.transform.localScale    = effect.scale;
        }

        if (effect.parent == "null")
        {
            obj.transform.parent        = go.transform.parent;
            obj.transform.localPosition = go.transform.localPosition + effect.offset;
            obj.transform.localRotation = Quaternion.Euler(go.transform.localRotation.eulerAngles + effect.rotate);
            obj.transform.localScale    = effect.scale;
        }

        return(effectController);
    }
コード例 #7
0
    private void SynchronizeEffectPropertyToPrefab()
    {
        string effectPathFormat = "Assets/Resources/{0}.prefab";
        int    recordCount      = CDataMgr.Effects.GetRecordCount();

        for (int i = 0; i < recordCount; ++i)
        {
            int id = CDataMgr.Effects.GetDataByNumber <int>(i, 0);

            ModelEffects modelEffects = new ModelEffects();
            modelEffects.LoadConfig(id);

            string     effectPathName   = string.Format(effectPathFormat, modelEffects.name_);
            GameObject effectGameObject = AssetDatabase.LoadAssetAtPath(effectPathName, typeof(GameObject)) as GameObject;
            if (effectGameObject != null)
            {
                EffectController effectController = effectGameObject.GetComponent <EffectController>();
                if (effectController == null)
                {
                    effectController = effectGameObject.AddComponent <EffectController>();
                }

                effectController.bindPosition = modelEffects.bind_pos_;
                effectController.canBreakOff  = modelEffects.can_break_off_;
                effectController.canHitPause  = modelEffects.can_hit_pause_;
                effectController.effectType   = (int)modelEffects.effect_type_;
            }
        }
    }
コード例 #8
0
    protected override void OnEffectTick(float delta)
    {
        float damageInDelta = damage * delta;

        GD.Print("Damage sending " + damageInDelta);
        EffectController.HealthAction((h) => h.TakeDamage(damageInDelta));
    }
コード例 #9
0
    protected float AddDamageProccess(PlayerStatus status, float dmg, bool isSlip = false)
    {
        if (dmg <= 0)
        {
            return(0);
        }

        //対象へダメージを与える
        float addDamage = status.AddDamage(dmg, GetWeaponName(), isSlip);

        //HITエフェクト
        if (hitEffect != null && !isSlip)
        {
            GameObject       effectObj  = PhotonNetwork.Instantiate(Common.Func.GetResourceEffect(hitEffect.name), myTran.position, hitEffect.transform.rotation, 0);
            EffectController effectCtrl = effectObj.GetComponent <EffectController>();
            if (effectCtrl != null)
            {
                effectCtrl.EffectSetting(ownerTran, targetTran, weaponTran, false);
            }
        }

        //与えたダメージのログを保管
        if (addDamage > 0 && ownerStatus != null)
        {
            ownerStatus.SetBattleLog(PlayerStatus.BATTLE_LOG_ATTACK, addDamage, GetWeaponName(), isSlip);
        }

        return(addDamage);
    }
コード例 #10
0
 static public int Remove(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         EffectController self = (EffectController)checkSelf(l);
         self.Remove();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
コード例 #11
0
    protected IEnumerator RespawnPlayerCharacter(PlayerCharacter character)
    {
        // play caught animation
        AnimationEffect animationEffect = GetAnimationEffectForPlayerChaught();

        GameObject emmonCaughtPrefab        = MazeLevelGameplayManager.Instance.GetEffectAnimationPrefab(animationEffect);
        GameObject emmonCaughtPGO           = GameObject.Instantiate(emmonCaughtPrefab, SceneObjectManager.Instance.transform);
        Vector3    emmonCaughtSpawnPosition = character.transform.position;

        emmonCaughtPGO.transform.position = emmonCaughtSpawnPosition;

        EffectController emmonCaughtPGOEffectController = emmonCaughtPGO.GetComponent <EffectController>();

        emmonCaughtPGOEffectController.PlayEffect(animationEffect);

        character.FreezeCharacter();
        CharacterBody.SetActive(false);
        SetBodyAlpha(0); // make body transparent before respawning

        ResetCharacterPosition();

        float waitTime = 1.4f;

        yield return(new WaitForSeconds(waitTime));

        _animationHandler.TriggerSpawning();
        CharacterBody.SetActive(true);

        float spawnAnimationLength = 0.44f;

        yield return(new WaitForSeconds(spawnAnimationLength));

        character.UnfreezeCharacter();
    }
コード例 #12
0
    public override void OnLoopFXLoaded(EffectController vfx)
    {
        GameplayProxy    gameplayProxy = GameFacade.Instance.RetrieveProxy(ProxyName.GameplayProxy) as GameplayProxy;
        SpacecraftEntity mainPlayer    = gameplayProxy.GetMainPlayer();

        if (mainPlayer != null)
        {
            if (gameplayProxy.CanAttackToTarget(mainPlayer, m_Buff.BuffProperty.GetOwner()))
            {
                // 隐身的时候只剩下特效. 如果是敌方隐身, 连特效都看不见了
                List <EffectController> vfxList = m_Buff.BuffProperty.GetAllVFXs();
                foreach (EffectController iVfx in vfxList)
                {
                    // HACK. 如果不加这个if判断, 就会把隐身启动的特效一起隐藏掉
                    // 这里如果要完善这个逻辑, 需要做较多的工作. 我就直接偷个懒了.
                    if (!iVfx.GetEffectObject().AutoStop)
                    {
                        iVfx.StopAndRecycleFX(true);
                    }
                }

                m_Buff.BuffProperty.GetPresentation().SetVisibilityOfVFX(false);

                LayerUtil.SetGameObjectToLayer(m_Buff.BuffProperty.GetSkinRootTransform().gameObject, LayerTypeID.UnselectableSpacecraft, true);
            }
        }
    }
コード例 #13
0
    public T CreateEffect <T>(Vector3 position, Quaternion rotation, Transform parent) where T : EffectController
    {
        EffectController newEffect = null;

        for (int i = 0; i < _effectList.Count; i++)
        {
            if (_effectList[i].GetType() == typeof(T) && _effectList[i].isFree)
            {
                newEffect = _effectList[i];
                break;
            }
        }

        if (newEffect == null)
        {
            foreach (var prefabEffect in effectsList)
            {
                if (null != prefabEffect.gameObject.GetComponent <T>())
                {
                    newEffect = Instantiate(prefabEffect, position, Quaternion.identity, null).GetComponent <T>();
                    break;
                }
            }
            _effectList.Add(newEffect);
        }
        newEffect.Init(position, rotation, parent, this);
        return((T)newEffect);
    }
コード例 #14
0
    static int BindDestroyFunction(IntPtr L)
    {
        try
        {
            ToLua.CheckArgsCount(L, 2);
            EffectController obj       = (EffectController)ToLua.CheckObject(L, 1, typeof(EffectController));
            System.Action    arg0      = null;
            LuaTypes         funcType2 = LuaDLL.lua_type(L, 2);

            if (funcType2 != LuaTypes.LUA_TFUNCTION)
            {
                arg0 = (System.Action)ToLua.CheckObject(L, 2, typeof(System.Action));
            }
            else
            {
                LuaFunction func = ToLua.ToLuaFunction(L, 2);
                arg0 = DelegateFactory.CreateDelegate(typeof(System.Action), func) as System.Action;
            }

            obj.BindDestroyFunction(arg0);
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #15
0
    static int set_onDestroy(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            EffectController obj       = (EffectController)o;
            System.Action    arg0      = null;
            LuaTypes         funcType2 = LuaDLL.lua_type(L, 2);

            if (funcType2 != LuaTypes.LUA_TFUNCTION)
            {
                arg0 = (System.Action)ToLua.CheckObject(L, 2, typeof(System.Action));
            }
            else
            {
                LuaFunction func = ToLua.ToLuaFunction(L, 2);
                arg0 = DelegateFactory.CreateDelegate(typeof(System.Action), func) as System.Action;
            }

            obj.onDestroy = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index onDestroy on a nil value" : e.Message));
        }
    }
コード例 #16
0
    private void ShowDefaultModel()
    {
        Tab_BelleFightShow nowshow = null;
        Dictionary <int, List <Tab_BelleFightShow> > bfss = TableManager.GetBelleFightShow();

        foreach (KeyValuePair <int, List <Tab_BelleFightShow> > pair in bfss)
        {
            if (pair.Value != null && pair.Value.Count > 0)
            {
                if (nowshow == null)
                {
                    nowshow = pair.Value[0];
                }
                AllBelleFightShow.Add(pair.Value[0]);
                if (pair.Value[0].CombatForce < m_CombatAllValue)
                {
                    ++m_ShowBelleNum;
                    nowshow = pair.Value[0];
                }
            }
        }
        if (nowshow != null)
        {
            if (BattleNum != null)
            {
                BattleNum.text = nowshow.CombatForce.ToString();
            }
            if (EffectController != null)
            {
                EffectController.InitEffect(EffectController.gameObject);
                EffectController.PlayEffect(nowshow.EffectId, PlayEffectOver);
            }
        }
    }
コード例 #17
0
    /// <summary>
    /// 停止所有界面特效,要把回调给清掉
    /// </summary>
    public void StopAllUIEffects()
    {
        List <UILayer> layers = new List <UILayer>();

        for (int i = 0; i < this.transform.childCount; ++i)
        {
            GameObject       child      = this.transform.GetChild(i).gameObject;
            UILayer          layer      = child.GetComponent <UILayer>();
            EffectController effectCtrl = child.GetComponent <EffectController>();
            if (layer == null)
            {
                continue;
            }
            if (layer.type != UILayerType.UIEffect)
            {
                continue;
            }
            effectCtrl.onDestroy = null;
            layers.Add(layer);
        }
        foreach (UILayer layer in layers)
        {
            GameObject.Destroy(layer.gameObject);
        }
    }
コード例 #18
0
    public void GatherInteraction(Vector2Int gridPosition, TileMapLayer tilemapLayer)
    {
        if (GetIsGatherable)
        {
            EffectController effectController = new EffectController(PlayerStats._instance.GetStat(StatType.EXP), 0);
            expEffect.duration = currentStage.GetExpReward / expEffect.amount;
            effectController.Begin(expEffect);

            Debug.Log("Tried gathering");
            if (currentStage.GetDestroyOnGather || currentStageIndex == 0)
            {
                Remove(gridPosition, tilemapLayer);
            }
            else
            {
                currentStageIndex--;
                if (!reachedMaxStage)
                {
                    InitEvent(gridPosition, tilemapLayer);
                }
                SetIsBeingGatheredState(false, gridPosition);
            }

            Inventory inventory = Inventory.GetInstance;
            foreach (Drop drop in currentStage.GetDrops)
            {
                if (Random.value <= drop.GetChance)
                {
                    inventory.AddToInventory(0, new ItemSlot(drop.GetItem, Random.Range(drop.GetMinAmount, drop.GetMaxAmount + 1)));
                }
            }
        }
    }
コード例 #19
0
    IEnumerator SurvivalEffects()
    {
        //Declartion of Effects

        EffectData hungerEffect = new EffectData(StatType.Food, EffectType.OverTime, -hungerDropAmount, Mathf.Infinity, 1f, false, false);
        EffectData thirstEffect = new EffectData(StatType.Water, EffectType.OverTime, -WaterDropAmount, Mathf.Infinity, 1f, false, false);
        EffectData oxygenEffect = new EffectData(StatType.Air, EffectType.OverTime, -airDropAmount, Mathf.Infinity, 1f, false, false);
        EffectData sleepEffect  = new EffectData(StatType.Sleep, EffectType.OverTime, -sleepDropAmount, Mathf.Infinity, 1f, false, false);



        yield return(new WaitForSeconds(cooldownBeforeStart));



        //Applying Effects:

        EffectController worldEffect;


        worldEffect = new EffectController(playerStats.GetStat(StatType.Food), 3f);
        worldEffect.Begin(hungerEffect);

        worldEffect = new EffectController(playerStats.GetStat(StatType.Water), 3f);
        worldEffect.Begin(thirstEffect);

        worldEffect = new EffectController(playerStats.GetStat(StatType.Air), 3f);
        worldEffect.Begin(oxygenEffect);

        worldEffect = new EffectController(playerStats.GetStat(StatType.Sleep), 3f);
        worldEffect.Begin(sleepEffect);
    }
コード例 #20
0
    /// <summary>
    /// 设置开始特效
    /// </summary>
    /// <param name="starteffct"></param>
    public override void SetStartEffectController(EffectController starteffct)
    {
        base.SetStartEffectController(starteffct);

        //TODO  下方待补充
        //补充链接另一边吧
    }
コード例 #21
0
    //---------------------------------------------------
    // Use this for initialization
    void Awake()
    {
#if SHOW_DEBUG_MESSAGES
        Debug.Log("EffectControllerを実行");
#endif

        //  sceneにinstanceが存在するかを検査
        //  存在する場合消滅させる。
        if (instance)
        {
            DestroyImmediate(gameObject);
            return;
        }

        //  このinstanceを唯一のobjectにする。
        instance = this;

        //  Effectをarrayにセーブする
        List <GameObject> particleExampleList = new List <GameObject>();
        int nbChild = this.transform.childCount;
        for (int i = 0; i < nbChild; i++)
        {
            GameObject child = this.transform.GetChild(i).gameObject;
            particleExampleList.Add(child);
        }
        particleExampleList.Sort(delegate(GameObject o1, GameObject o2) { return(o1.name.CompareTo(o2.name)); });
        ParticleExamples = particleExampleList.ToArray();

        StartCoroutine("CheckForDeletedParticles");
    }
コード例 #22
0
    /// <summary>
    /// 设置结束特效
    /// </summary>
    /// <param name="endeffct"></param>
    public override void SetEndEffectController(EffectController endeffct)
    {
        base.SetEndEffectController(endeffct);

        //TODO  下方待补充
        //补充链接另一边吧
    }
コード例 #23
0
    /// <summary>
    /// 设置循环特效
    /// </summary>
    /// <param name="loopeffct"></param>
    public override void SetLoopEffectController(EffectController loopeffct)
    {
        base.SetLoopEffectController(loopeffct);

        //TODO  下方待补充
        //补充链接另一边吧
    }
コード例 #24
0
 public void RightClick()
 {
     if (EffectController != null)
     {
         //EffectController.ClearEffect();
         GameObject go = null;
         if (EffectGODic.TryGetValue(m_ShowBelleNum, out go))
         {
             if (go != null && m_ShowBelleNum < (AllBelleFightShow.Count - 1))
             {
                 go.SetActive(false);
             }
         }
         if (m_ShowBelleNum < (AllBelleFightShow.Count - 1))
         {
             ++m_ShowBelleNum;
             if (BattleNum != null && AllBelleFightShow.Count > m_ShowBelleNum && AllBelleFightShow[m_ShowBelleNum] != null)
             {
                 BattleNum.text = AllBelleFightShow[m_ShowBelleNum].CombatForce.ToString();
             }
             if (EffectGODic.TryGetValue(m_ShowBelleNum, out go))
             {
                 if (go != null)
                 {
                     go.SetActive(true);
                     return;
                 }
             }
             if (AllBelleFightShow.Count > m_ShowBelleNum && AllBelleFightShow[m_ShowBelleNum] != null)
             {
                 EffectController.PlayEffect(AllBelleFightShow[m_ShowBelleNum].EffectId, PlayEffectOver);
             }
         }
     }
 }
コード例 #25
0
    /// <summary>
    /// 加载特效Prefab
    /// </summary>
    private void LoadEffect()
    {
        uint   reloadID = m_ReloadID;
        string path     = m_EffectPath;

        EffectArray = new EffectController[ModelArray.Length];
        for (int i = 0; i < ModelArray.Length; i++)
        {
            GameObject model = ModelArray[i];
            if (model)
            {
                EffectController effectController = EffectManager.GetInstance().CreateEffect(m_EffectPath, EffectManager.GetEffectGroupNameInSpace(true),
                                                                                             (effect, usedata) =>
                {
                    Effect3DViewer viewer = (Effect3DViewer)usedata;
                    if (viewer != null)
                    {
                        if (reloadID != viewer.m_ReloadID)
                        {
                            return;
                        }
                        if (viewer.m_LightEnvirontment == null)
                        {
                            return;
                        }
                        if (viewer.ModelArray == null)
                        {
                            return;
                        }
                        if (!path.Equals(viewer.m_EffectPath))
                        {
                            return;
                        }

                        viewer.InstallModelAndEffect();
                        effect.PlayFX();    //加载完特效再显示
                    }
                }
                                                                                             , this);

                if (ModelArray != null)
                {
                    effectController.transform.SetParent(model.transform, false);
                    effectController.SetCreateForMainPlayer(true);
                    effectController.StopFX(true);                    //特效未加载完不显示
                }
                else
                {
                    effectController.StopFX(true);
                }

                EffectArray[i] = effectController;
            }
            else
            {
                EffectArray[i] = null;
            }
        }
    }
コード例 #26
0
 private void RemoveGatherFx()
 {
     if (m_StayFxInstance != null)
     {
         m_StayFxInstance.StopFX();
         m_StayFxInstance = null;
     }
 }
コード例 #27
0
 /// <summary>
 /// 修改连接 特效的 目标位置
 /// </summary>
 /// <param name="targetPos">特效连接点</param>
 internal static void ChangeLinkEffectTarget(EffectController effect, Vector3 targetPos)
 {
     if (effect == null)
     {
         return;
     }
     effect.SetBeamTarget(effect.transform.parent, targetPos);
 }
コード例 #28
0
 /// <summary>
 /// 修改连接 特效的 目标位置
 /// </summary>
 /// <param name="targetTransfrom">特效连接单位</param>
 /// <param name="offset">于特效连接单位中心位置的偏移</param>
 internal static void ChangeLinkEffectTarget(EffectController effect, Transform targetTransfrom, Vector3 offset)
 {
     if (effect == null)
     {
         return;
     }
     effect.SetBeamTarget(effect.transform.parent, targetTransfrom, offset /*Vector3.zero*/);
 }
コード例 #29
0
        internal static EffectController CreateEffect(string effectAddress, Transform parentTransfrom, bool isMain, Vector3 targetPos)
        {
            EffectController effect = CreateEffect(effectAddress, parentTransfrom, isMain);

            effect.SetBeamTarget(parentTransfrom, targetPos);

            return(effect);
        }
コード例 #30
0
        internal static EffectController CreateEffect(string effectAddress, Transform parentTransfrom, bool isMain, Transform targetTransfrom, Vector3 offset)
        {
            EffectController effect = CreateEffect(effectAddress, parentTransfrom, isMain);

            effect.SetBeamTarget(parentTransfrom, targetTransfrom, offset /*Vector3.zero*/);

            return(effect);
        }
コード例 #31
0
ファイル: ShadowStep.cs プロジェクト: JohnEz/TileBasedEngine
    public override void UseAbility(Node n)
    {
        base.UseAbility (n);

        createdEffects = false;

        Vector3 pos = map.TileCoordToWorldCoord (myCaster.tileX, myCaster.tileY);
        myVisualEffects.Add (effectLib.CreateVisualEffect ("Dash", pos, false, false).GetComponent<EffectController> ());

        pos = map.TileCoordToWorldCoord (n.x, n.y);
        wwEffect = effectLib.CreateVisualEffect ("Whirlwind", pos).GetComponent<EffectController> ();
        myVisualEffects.Add (wwEffect);

        //change the position of the caster and clear old node
        map.GetNode (myCaster.tileX, myCaster.tileY).myUnit = null;
        myCaster.tileX = n.x;
        myCaster.tileY = n.y;
        n.myUnit = myCaster;
        myCaster.transform.position = pos;
    }
コード例 #32
0
ファイル: EffectSpawner.cs プロジェクト: wuxin0602/Nothing
    private void Initialize()
    {
        if (effectController != null)
        {
            return;
        }

        var warningClone = Instantiate(EffectPrefab) as GameObject;
        warningClone.transform.position = transform.position;
        warningClone.transform.parent = transform;
        warningClone.transform.localScale = Vector3.one;

        var renderQueue = warningClone.GetComponent<SetRenderQueue>() ?? warningClone.AddComponent<SetRenderQueue>();
        renderQueue.RenderQueue = RenderQueue;

        effectController = warningClone.GetComponent<EffectController>() ?? warningClone.AddComponent<EffectController>();
        effectController.gameObject.SetActive(false);
    }
コード例 #33
0
    /// <summary>
    /// This is a animation or particle system play.
    /// </summary>
    /// <param name="loop">flag to loop move or not</param>
    /// <param name="pos">effect play position</param>
    public void EffectPlay(bool loop, Vector3 pos)
    {
        IsLoop = loop;
        moveTraceList.Clear();
        moveTraceList.Add(pos);
        CurrentObject.SetActive(true);
        CurrentObject.transform.position = moveTraceList[0];

        ////Set render queue for display correct.
        //var setRenderQueue = CurrentObject.GetComponent<SetRenderQueue>() ??
        //                     CurrentObject.AddComponent<SetRenderQueue>();
        //setRenderQueue.RenderQueue = RenderQueue.ToppestEffect;

        //Play animation or particle system.
        effectController = CurrentObject.GetComponent<EffectController>();
        effectController.Play(true);
    }
コード例 #34
0
 private void PlayEffect(EffectController effectController)
 {
     NGUITools.SetActive(effectController.gameObject, true);
     effectController.Play(true);
 }