コード例 #1
0
ファイル: BuffEffect.cs プロジェクト: forscn/dotanet_client
 public void UpdateData()
 {
     //Debug.Log("------UpdateData---:");
     //如果自己是单位显示的控制技能特效
     if (ParentEntity.m_ControlBuffEffect == this)
     {
         ParentEntity.SetControlEffectTime((int)(Data.RemainTime / Data.Time * 100));
     }
     //更新显示的数据
     foreach (GameObject p in ModeEffect)
     {
         MagicBeamScript magicbeam = p.GetComponent <MagicBeamScript>();
         if (magicbeam != null)
         {
             Debug.Log("------magicbeam---:" + p + " " + Data.ConnectionType);
             if (Data.ConnectionType != 0)
             {
                 Debug.Log("------ShootBeamInDir---:" + Data.ConnectionX + " " + Data.ConnectionZ + " " + Data.ConnectionY);
                 magicbeam.ShootBeamInDir(ParentEntity.Mode.transform.position + new Vector3(0, ParentEntity.MeshHeight / 2, 0),
                                          new Vector3(Data.ConnectionX, Data.ConnectionZ, Data.ConnectionY) + new Vector3(0, ParentEntity.MeshHeight / 2, 0));
                 //magicbeam.ShootBeamInDir(ParentEntity.Mode.transform.position,
                 //    new Vector3(Data.ConnectionX, 2, Data.ConnectionY));
             }
         }
     }
 }
コード例 #2
0
 public void ChangePos(Vector3 start, Vector3 end)
 {
     //Debug.Log("-------------------ChangePos:"+start+"   end:"+end);
     if (LinePreIns != null)
     {
         MagicBeamScript magicbeam = LinePreIns.GetComponent <MagicBeamScript>();
         if (magicbeam != null)
         {
             //Debug.Log("-------------------ChangePos  MagicBeamScript:" + start + "   end:" + end);
             magicbeam.ShootBeamInDir(start, end);
         }
     }
 }