コード例 #1
0
 public void OnRestartGame()
 {
     m_isPlaying = false;
     ResetScore();
     if (m_startCtrl != null)
     {
         m_startCtrl.gameObject.SetActive(true);
     }
     m_sprite.OnRestartGame();
     m_result.gameObject.SetActive(false);
     m_skillsInfo.Reset();
     foreach (RewardSpawn spawn in m_rewardSpawnList)
     {
         spawn.Reset(); // 重置
         SkillSpawn ss = spawn.GetComponent <SkillSpawn>();
         if (ss != null)
         {
             ss.UpdateCurSkillData();
         }
     }
     // 重置音量
     m_audioSource.volume = 0.8f;
 }
コード例 #2
0
    public void DoSkill(GameObject Target)
    {
        for (int i = currentAmmo; i > 0; i--)
        {
            SkillUser MySpawnPositions = TheCaster.GetComponent <SkillUser>();
            if (castOnSelf == true)
            {
                Target = TheCaster;
            }
            if (Target == null && skillSpawn != SkillSpawn.Summons)
            {
                Destroy(this.gameObject);
            }
            if (Target != null || Target.GetComponent <NPC>() != null)
            {
                float   EnemyX    = Target.transform.position.x;
                float   EnemyZ    = Target.transform.position.z;
                float   EnemyY    = Target.transform.position.y;
                float   x         = TheCaster.transform.position.x;
                float   z         = TheCaster.transform.position.z;
                float   y         = TheCaster.transform.position.y;
                float   enemyrotY = Target.transform.rotation.y;
                float   enemyrotZ = Target.transform.rotation.z;
                float   enemyrotX = Target.transform.rotation.x;
                Vector3 targetPos = Target.transform.position;

                if (SkillObject == null)
                {
                    skillSpawn = SkillSpawn.None;
                }

                switch (skillSpawn)      //sets where the skill spawns from
                {
                case SkillSpawn.FromNPC: //at casting NPC
                {
                    if (SpawnParticles != null)
                    {
                        Instantiate(SpawnParticles, SkillObject.transform.position = new Vector3(x + 1f, y, z), TheCaster.transform.rotation);
                    }
                    SourceLocation = TheCaster.transform;
                    MySpawnPositions.skillsSapwn(SkillObject, TheCaster.transform.position, SkillObject.transform);
                    CastSound();
                    break;
                }

                case SkillSpawn.TargetPosition:     //at trageted NPC
                {
                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(0);
                    if (SpawnParticles != null)
                    {
                        Instantiate(SpawnParticles, SourceLocation.transform.position, TheCaster.transform.rotation);
                    }
                    SourceLocation = Target.transform;
                    MySpawnPositions.skillsSapwn(SkillObject, targetPos, SkillObject.transform);
                    CastSound();

                    break;
                }

                case SkillSpawn.AboveTargetHead:     //at trageted NPC
                {
                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(0);
                    if (SpawnParticles != null)
                    {
                        Instantiate(SpawnParticles, SourceLocation.transform.position, TheCaster.transform.rotation);
                    }
                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(7);
                    MySpawnPositions.skillsSapwn(SkillObject, targetPos = new Vector3(EnemyX, EnemyY + 1f, EnemyZ), Target.transform);
                    CastSound();
                    break;
                }

                case SkillSpawn.ShootingPosition:     //from casting NPC
                {
                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(0);
                    if (SpawnParticles != null)
                    {
                        Instantiate(SpawnParticles, SourceLocation.transform.position, TheCaster.transform.rotation);
                    }
                    MySpawnPositions.skillsSapwn(SkillObject, SourceLocation.transform.position, transform.transform);
                    CastSound();
                    break;
                }

                case SkillSpawn.RandomSpellSlotSpawn:     //from casting NPC
                {
                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(0);
                    if (SpawnParticles != null)
                    {
                        Instantiate(SpawnParticles, SourceLocation.transform.position, TheCaster.transform.rotation);
                    }
                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(Random.Range(1, 4));
                    MySpawnPositions.skillsSapwn(SkillObject, SkillObject.transform.position = MySpawnPositions.RandomSpellSlotSpawn().transform.position, Target.transform);
                    CastSound();
                    break;
                }

                case SkillSpawn.MeteorSpawn:     //at trageted NPC
                {
                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(7);
                    if (SpawnParticles != null)
                    {
                        Instantiate(SpawnParticles, SourceLocation.transform.position, TheCaster.transform.rotation);
                    }
                    MySpawnPositions.skillsSapwn(SkillObject, SourceLocation.transform.position, transform.transform);
                    CastSound();
                    break;
                }

                case SkillSpawn.Summons:     //from casting NPC
                {
                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(0);
                    if (SpawnParticles != null)
                    {
                        Instantiate(SpawnParticles, SourceLocation.transform.position, TheCaster.transform.rotation);
                    }

                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(Random.Range(8, 13));
                    MySpawnPositions.skillsSapwn(SkillObject, SourceLocation.transform.position, Target.transform);
                    CastSound();
                    break;
                }

                case SkillSpawn.OnMeAura:     //from casting NPC
                {
                    if (SpawnParticles != null)
                    {
                        Instantiate(SpawnParticles, SkillObject.transform.position = new Vector3(x + 1f, y, z), TheCaster.transform.rotation);
                    }
                    SourceLocation = npc.transform;
                    GameObject go = Instantiate(SkillObject, TheCaster.transform.position, Quaternion.identity) as GameObject;
                    go.transform.parent = GameObject.Find(TheCaster.name).transform;
                    CastSound();
                    break;
                }

                case SkillSpawn.OnTaregetAura:     //at trageted NPC
                {
                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(0);
                    if (SpawnParticles != null)
                    {
                        Instantiate(SpawnParticles, SourceLocation.transform.position, TheCaster.transform.rotation);
                    }
                    SourceLocation = Target.transform;

                    GameObject go = Instantiate(SkillObject, Target.transform.position, Quaternion.identity) as GameObject;
                    go.transform.parent = GameObject.Find(Target.name).transform;
                    CastSound();
                    break;
                }

                case SkillSpawn.AuraOnCastingLocation:     // at unique location
                {
                    SourceLocation = MySpawnPositions.SpawnPointSkillLocation(0);
                    if (SpawnParticles != null)
                    {
                        Instantiate(SpawnParticles, SourceLocation.transform.position, TheCaster.transform.rotation);
                    }

                    SourceLocation = Target.transform;
                    GameObject go = Instantiate(SkillObject, MySpawnPositions.SkillSpawnPosition[0].gameObject.transform.position, Quaternion.identity) as GameObject;
                    go.transform.parent = GameObject.Find(TheCaster.name).transform;
                    CastSound();
                    break;
                }

                default:     //at trageted NPC
                {
                    SourceLocation = Target.transform;
                    break;
                }
                }

                if (SkillObject != null)
                {
                    SpawnObject();
                }
                else
                {
                }
                SkillAbility(Target);
                TheCaster.gameObject.GetComponent <NPC>().UseMana(Mana_Cost);
                currentAmmo = currentAmmo - 1;

                if (currentAmmo <= 0)
                {
                    currentAmmo = ammo;
                    TheCaster.GetComponent <SkillUser>().Skill_Reset(this, CoolDown);
                }
                else
                {
                    TheCaster.GetComponent <SkillUser>().Skill_Reset(this, Bullet_CoolDown);
                }
            }
        }
    }