コード例 #1
0
        public void Initialize(eEffectType pType)
        {
            m_eType = pType;

            switch (m_eType)
            {
            case eEffectType.fire:
                FireInitialize();
                break;

            case eEffectType.smoke:
                SmokeInitialize();
                break;

            case eEffectType.explosion:
                ExplosionInitialize();
                break;

            case eEffectType.snow:
                SnowInitialize();
                break;

            case eEffectType.spiral:
                SpiralInitialize();
                break;
            }
        }
コード例 #2
0
ファイル: SoundEffectManager.cs プロジェクト: hychan0517/code
 /// <summary> 특정 이유(특정 상황에서 사운드가 안나와야 하거나 중복 사운드 방지 등)로 잠시 볼륨을 꺼놓을 때 사용 </summary>
 public void SetOffEffect(eEffectType type)
 {
     if (_effectTable[(int)type])
     {
         _effectTable[(int)type].volume = 0;
     }
 }
コード例 #3
0
ファイル: Enemy.cs プロジェクト: LittleRookey/ProjectZ
    public void UseEffect(eEffectType eEffect)
    {
        Timer t = vPool.GetFromPool((int)eEffect);

        t.transform.position  = transform.position;
        t.transform.position += Vector3.up * 2;
    }
コード例 #4
0
        public virtual AbstractEffect GetOfType(eEffectType effectType)
        {
            ArrayList effects;

            Monitor.Enter(effects = this.m_effects);
            AbstractEffect result;

            try
            {
                foreach (AbstractEffect effect in this.m_effects)
                {
                    if (effect.Type == effectType)
                    {
                        result = effect;
                        return(result);
                    }
                }
            }
            finally
            {
                Monitor.Exit(effects);
            }
            result = null;
            return(result);
        }
コード例 #5
0
ファイル: cEffectManager.cs プロジェクト: ggthedev/2dGPfG
        public void AddEffect(eEffectType type)
        {
            cEffect tempEffect = new cEffect();

            tempEffect.Initialize(type);
            m_lAllEffects.Add(tempEffect);
        }
コード例 #6
0
ファイル: SoundEffectManager.cs プロジェクト: hychan0517/code
 public void StopEffect(eEffectType soundType)
 {
     if (_effectTable[(int)soundType])
     {
         _effectTable[(int)soundType].Stop();
     }
 }
コード例 #7
0
    public static void Play(eEffectType type, Vector3 pos, int colorIndex)
    {
        // 強引に...
        GameObject obj;

        if (type == eEffectType.Bubble)
        {
            obj = poolBubble.GetInstance();
        }
        else
        {
            obj = poolBurst.GetInstance();
        }

        if (obj == null)
        {
            return;
        }

        ParticleSystem eff = obj.GetComponent <ParticleSystem>();

        eff.transform.position = pos;
        eff.startColor         = CustomColorTheme.GetColors()[colorIndex];
        eff.Play();
    }
コード例 #8
0
 /// <summary>
 /// Initializes a new instance of the <see cref="NiTextureEffect"/> class.
 /// </summary>
 /// <param name="file">The file.</param>
 /// <param name="reader">The reader.</param>
 /// <exception cref="Exception">NOT SUPPORTED!</exception>
 public NiTextureEffect(NiFile file, BinaryReader reader) : base(file, reader)
 {
     this.ModelProjectionMatrix    = reader.ReadMatrix33();
     this.ModelProjectionTransform = reader.ReadVector3();
     this.TextureFiltering         = (eTexFilterMode)reader.ReadUInt32();
     this.TextureClamping          = (eTexClampMode)reader.ReadUInt32();
     this.EffectType   = (eEffectType)reader.ReadUInt32();
     this.CoordGenType = (eCoordGenType)reader.ReadUInt32();
     if (base.Version <= eNifVersion.VER_3_1)
     {
         throw new Exception("NOT SUPPORTED!");
     }
     if (base.Version >= eNifVersion.VER_4_0_0_0)
     {
         this.SourceTexture = new NiRef <NiSourceTexture>(reader);
     }
     this.ClippingPlane = reader.ReadBoolean(Version);
     this.unknownVector = new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
     this.Unknown2      = reader.ReadSingle();
     if (this.File.Header.Version <= eNifVersion.VER_10_2_0_0)
     {
         this.PS2L = reader.ReadInt16();
         this.PS2K = reader.ReadInt16();
     }
     if (this.File.Header.Version <= eNifVersion.VER_4_1_0_12)
     {
         this.Unknown3 = reader.ReadUInt16();
     }
 }
コード例 #9
0
ファイル: EffectMgr.cs プロジェクト: vbetter/EffectSystem
 public float GetEffectLastPlayTime(eEffectType type)
 {
     if (mEffectLastPlayTime.ContainsKey(type))
     {
         return(mEffectLastPlayTime[type]);
     }
     return(0f);
 }
コード例 #10
0
 public AbilityHitInfo(eEffectType et, GridCell target, eDisplacementType type)
 {
     location   = target;
     dType      = type;
     val        = 0;
     element    = eElement.NEUTRAL;
     effectType = et;
 }
コード例 #11
0
 public AbilityHitInfo(eEffectType et, int v, eElement e)
 {
     val        = v;
     element    = e;
     effectType = et;
     location   = null;
     dType      = eDisplacementType.BLINK;
 }
コード例 #12
0
ファイル: EffectManager.cs プロジェクト: yabos/BattleHit
    public GameObject GetEffect(eEffectType eType)
    {
        if (mDicEffectPool.ContainsKey(eType))
        {
            return GameObject.Instantiate(mDicEffectPool[eType]);
        }

        return null;
    }
コード例 #13
0
ファイル: EffectMgr.cs プロジェクト: vbetter/EffectSystem
    public float GetEffectLastTime(eEffectType type)
    {
        if (mEffectDuration != null && mEffectDuration.ContainsKey(type))
        {
            return(mEffectDuration[type]);
        }

        return(1f);
    }
コード例 #14
0
    public void PlaySFX(eEffectType type, bool loop = false)
    {
        GameObject _sfxPlayer = Instantiate(sfxPlayer); //오디오소스를 프리팹으로 생성시켜 재생

        _sfxPlayer.GetComponent <AudioSource>().loop   = loop;
        _sfxPlayer.GetComponent <AudioSource>().clip   = effectClips[(int)type];
        _sfxPlayer.GetComponent <AudioSource>().volume = sfxVolume;
        _sfxPlayer.GetComponent <AudioSource>().Play();
        sfxPlayers.Add(_sfxPlayer); //생성된 효과음은 리스트에 넣어서 일괄 관리
    }
コード例 #15
0
ファイル: EffectMgr.cs プロジェクト: vbetter/EffectSystem
    public Transform GetEfffectTrans(eEffectType type)
    {
        Transform existEffect = null;

        if (!mDelayRecycleEffcet.TryGetValue(type, out existEffect))
        {
            Debug.LogError("不存在特效 effect = " + type);
        }

        return(existEffect);
    }
コード例 #16
0
 public virtual AbstractEffect GetOfType(eEffectType effectType)
 {
     lock (m_effects)
     {
         foreach (AbstractEffect effect in m_effects)
         {
             if (effect.Type == effectType)
             {
                 return(effect);
             }
         }
     }
     return(null);
 }
コード例 #17
0
ファイル: SoundManager.cs プロジェクト: KooRae285/Arrow
    public void PlayEffectSound(eEffectType type, float vol = 1.0f, bool isloop = false)
    {
        GameObject go = Instantiate(_soundmanager);

        go.transform.SetParent(transform);
        _effPlayer = go.GetComponent <AudioSource>();

        _effPlayer.clip   = _effClips[(int)type];
        _effPlayer.volume = _EfVol;
        _effPlayer.loop   = isloop;

        _effPlayer.Play();
        _ltEffPlayer.Add(_effPlayer);
    }
コード例 #18
0
ファイル: EffectMgr.cs プロジェクト: vbetter/EffectSystem
    public Transform IgnoreExitCreateEffect(eEffectType type, Transform parent = null, float recycleTime = 0f, Vector3 localOffset = default(Vector3), Quaternion localRotation = default(Quaternion))
    {
        SpawnPool pool = EffectMgr.GetPool();

        localOffset = localOffset == default(Vector3) ? Vector3.zero : localOffset;
        Vector3 creatPos = parent == null ? localOffset : parent.TransformPoint(localOffset);

        if (pool._perPrefabPoolOptions.Count < (int)type)
        {
            Debug.LogError("生成特效失败,type:" + type);
            return(null);
        }

        Transform trans = pool.Spawn(pool._perPrefabPoolOptions[(int)type].prefab, creatPos, Quaternion.identity);

        trans.parent = parent;
        if (parent != null)
        {
            SetLayer(trans.gameObject, parent.gameObject.layer);
        }
        trans.localRotation = localRotation == default(Quaternion) ? Quaternion.identity : localRotation;
        trans.localScale    = Vector3.one;

        // ResetEffect(trans);
        if (recycleTime > 0f)
        {
            if (mEffectLastPlayTime != null)
            {
                if (mEffectLastPlayTime.ContainsKey(type))
                {
                    mEffectLastPlayTime[type] = Time.time;
                }
                else
                {
                    mEffectLastPlayTime.Add(type, Time.time);
                }
            }
            StartCoroutine(DespawnEffect(type, trans, recycleTime));
        }
        else
        {
            if (!mDelayRecycleEffcet.ContainsKey(type))
            {
                mDelayRecycleEffcet.Add(type, trans);
            }
        }

        return(trans);
    }
コード例 #19
0
ファイル: EffectMgr.cs プロジェクト: vbetter/EffectSystem
    public Transform CreateEffect(eEffectType type, Transform parent = null, float recycleTime = 0f, Vector3 localOffset = default(Vector3), Quaternion localRotation = default(Quaternion))
    {
        Transform existEffect = null;

        if (recycleTime <= 0f && mDelayRecycleEffcet.TryGetValue(type, out existEffect))
        {
            Debug.LogError("已经存在特效 effect = " + type);
            existEffect.localPosition = localOffset == default(Vector3) ? Vector3.zero : localOffset;
            existEffect.localRotation = localRotation == default(Quaternion) ? Quaternion.identity : localRotation;

            return(existEffect);
        }

        return(IgnoreExitCreateEffect(type, parent, recycleTime, localOffset, localRotation));
    }
コード例 #20
0
    public GameObject GetFromPool(eEffectType input)
    {
        int index = (int)input;

        for (int i = 0; i < effectList[index].Count; i++)
        {
            if (!effectList[index][i].gameObject.activeInHierarchy)
            {
                return(effectList[index][i]);
            }
        }
        GameObject temp = Instantiate(effect[index]);

        effectList[index].Add(temp);
        return(temp);
    }
コード例 #21
0
ファイル: EffectMgr.cs プロジェクト: vbetter/EffectSystem
    public void RecycleEffect(eEffectType type)
    {
        SpawnPool pool = EffectMgr.GetPool();

        Transform existEffect = null;

        if (mDelayRecycleEffcet.TryGetValue(type, out existEffect))
        {
            DespawnEffect(type, existEffect);

            mDelayRecycleEffcet.Remove(type);
        }
        else
        {
            Debug.LogError("不存在特效 effect = " + type);
        }
    }
コード例 #22
0
ファイル: EffectMgr.cs プロジェクト: vbetter/EffectSystem
    public void DespawnEffect(eEffectType type, Transform trans)
    {
        if (trans == null)
        {
            return;
        }
        SpawnPool pool = EffectMgr.GetPool();

        ResetEffect(trans);
        pool.Despawn(trans, pool._perPrefabPoolOptions [(int)type]);
        trans.parent = pool.transform;

        if (mEffectLastPlayTime.ContainsKey(type))
        {
            mEffectLastPlayTime.Remove(type);
        }
    }
コード例 #23
0
 //查询是否有某个效果ID
 public bool IsHaveEffectId(BuffList _this, eEffectType effectid)
 {
     foreach (var i in _this.mData)
     {
         if (i.GetActive() == false)
         {
             continue;
         }
         var tbBuff = i.mBuff;
         for (var j = 0; j != tbBuff.effectid.Length; ++j)
         {
             if (tbBuff.effectid[j] == (int)effectid)
             {
                 return(true);
             }
         }
     }
     return(false);
 }
コード例 #24
0
 //获得BUFF中某个效果ID的某个参数(二进制检查)
 public bool GetEffectParam_Bin(BuffList _this, eEffectType effectid, int paramid, int value)
 {
     foreach (var i in _this.mData)
     {
         if (i.GetActive() == false)
         {
             continue;
         }
         var tbBuff = i.mBuff;
         for (var j = 0; j != tbBuff.effectid.Length; ++j)
         {
             if (tbBuff.effectid[j] == (int)effectid)
             {
                 if (BitFlag.GetLow(tbBuff.effectparam[j, paramid], value))
                 {
                     return(true);
                 }
             }
         }
     }
     return(false);
 }
コード例 #25
0
ファイル: SoundEffectManager.cs プロジェクト: hychan0517/code
 public void PlayEffect(eEffectType soundType)
 {
     if (_effectVolume <= 0)
     {
         return;
     }
     if (_effectTable.Count > (int)soundType && _effectTable[(int)soundType].clip)
     {
         if (_effectTable[(int)soundType].isPlaying && _effectTable[(int)soundType].clip.length >= 1.0f)
         {
             GameObject audio  = new GameObject("EffectAudio");
             var        source = audio.AddComponent <AudioSource>();
             source.clip   = Resources.Load(string.Format(EFFECT_PATH, _effectTable[(int)soundType].clip.name)) as AudioClip;
             source.volume = _effectVolume;
             source.loop   = _effectTable[(int)soundType].loop;
             source.Play();
         }
         else
         {
             _effectTable[(int)soundType].Play();
         }
     }
 }
コード例 #26
0
 public CardEffect(string effectId, string effectString)
 {
     this.effectType   = (eEffectType)Enum.Parse(typeof(eEffectType), effectId);
     this.effectString = effectString;
 }
コード例 #27
0
ファイル: cEffectManager.cs プロジェクト: BenMansley/2dGPfG
 public void AddEffect(eEffectType type)
 {
     cEffect tempEffect = new cEffect();
     tempEffect.Initialize(type);
     m_lAllEffects.Add(tempEffect);
 }
コード例 #28
0
 public BasePlayerEffect(eEffectType type) : base(type) { }
コード例 #29
0
 public static string GetEffectName(eEffectType iID)
 {
     return(iID.ToString());
 }
コード例 #30
0
 public AbstractEffect(eEffectType type)
 {
     rand = new Random();
     m_type = type;
 }
コード例 #31
0
 public static string GetEffectNameShort(eEffectType iID)
 {
     return(iID != eEffectType.Endurance ? ((eEffectTypeShort)iID).ToString() : "End");
 }
コード例 #32
0
        public void OnGUI()
        {
            EditorGUILayout.LabelField("标记索引", FlagIndex.ToString());
            TargetType  = (eTargetType)EditorGUILayout.EnumPopup("目标类型", TargetType);
            AutoDestroy = EditorGUILayout.Toggle("是否自动销毁", AutoDestroy);
            DummyPoint  = (eAvatarType)EditorGUILayout.EnumPopup("骨骼点", DummyPoint);
            EditorGUILayout.BeginHorizontal();
            EffectPrefab = EditorGUILayout.TextField("特效预设路径", EffectPrefab);
            if (GUILayout.Button(".", GUILayout.Width(20)))
            {
                string strPath = "Resources/";
                string strVal  = EditorUtility.OpenFilePanel("打开特效预设", Application.dataPath + "/Resources", "prefab");
                int    iPos    = strVal.LastIndexOf(strPath);
                int    toPos   = strVal.LastIndexOf(".");
                if (iPos != -1 && toPos != -1)
                {
                    EffectPrefab = strVal.Substring(iPos + strPath.Length, toPos - iPos - strPath.Length);
                }
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();
            EffectType       = (eEffectType)EditorGUILayout.EnumPopup("特效类型", EffectType);
            Scale            = EditorGUILayout.FloatField("特效缩放", Scale);
            ScaleApplyModel  = EditorGUILayout.Toggle("特效是否随模型缩放比", ScaleApplyModel);
            OffsetPos        = EditorGUILayout.Vector3Field("特效位置偏移", OffsetPos);
            OffsetRotate     = EditorGUILayout.Vector3Field("特效旋转偏移", OffsetRotate);
            DelayDestroyTime = EditorGUILayout.FloatField("延迟销毁", DelayDestroyTime);
            if (EffectType == eEffectType.Bullet || EffectType == eEffectType.Trace)
            {
                Speed = EditorGUILayout.FloatField("速度", Speed);
            }

            if (EffectType == eEffectType.Attach)
            {
                OnlyTranslate = EditorGUILayout.Toggle("attach特效是否只位置改变", OnlyTranslate);
            }
            RotateToAttacker = EditorGUILayout.Toggle("是否朝向释放者", RotateToAttacker);
            if (EffectType == eEffectType.Bullet)
            {
                LifeTime = EditorGUILayout.FloatField("子弹生命时间", LifeTime);
            }
            if (EffectType == eEffectType.Bullet || EffectType == eEffectType.Trace)
            {
                EditorGUILayout.BeginHorizontal();
                ArrivedInstance = EditorGUILayout.TextField("击中目标实例预设", ArrivedInstance);
                if (GUILayout.Button(".", GUILayout.Width(20)))
                {
                    string strPath = "Resources/";
                    string strVal  = EditorUtility.OpenFilePanel("打开击中目标实例预设", Application.dataPath + "/Resources", "prefab");
                    int    iPos    = strVal.LastIndexOf(strPath);
                    int    toPos   = strVal.LastIndexOf(".");
                    if (iPos != -1 && toPos != -1)
                    {
                        ArrivedInstance = strVal.Substring(iPos + strPath.Length, toPos - iPos - strPath.Length);
                    }
                }
                EditorGUILayout.EndHorizontal();
            }
            if (EffectType == eEffectType.Trace)
            {
                TraceType       = (eTraceType)EditorGUILayout.EnumPopup("追踪特效类型", TraceType);
                TraceDummyPoint = (eAvatarType)EditorGUILayout.EnumPopup("追踪特效打击骨骼点", TraceDummyPoint);

                TraceOffsetLen      = EditorGUILayout.FloatField("抛物线偏移距离", TraceOffsetLen);
                TraceOffsetAngle    = EditorGUILayout.FloatField("抛物线偏移角度", TraceOffsetAngle);
                FactorVal           = EditorGUILayout.FloatField("抛物线计算因子", FactorVal);
                TraceOffsetStandDis = EditorGUILayout.FloatField("抛物线参考距离", TraceOffsetStandDis);
            }


            if (EffectType == eEffectType.Bullet)
            {
                BulletACross      = EditorGUILayout.Toggle("子弹是否穿越", BulletACross);
                BulletDamageWidth = EditorGUILayout.FloatField("子弹穿越伤害宽度", BulletDamageWidth);
            }

            if (EffectType == eEffectType.Boomerang)
            {
                //			Target = GlobalData.TargetType.TargetType_None;
                Speed          = EditorGUILayout.FloatField("速度", Speed);
                OnceTime       = EditorGUILayout.FloatField("抵达折返点时间", OnceTime);
                BackToAttaker  = EditorGUILayout.Toggle("返回到角色", BackToAttaker);
                BooDamageWidth = EditorGUILayout.FloatField("回旋镖穿越伤害宽度", BooDamageWidth);
            }

            if (EffectType == eEffectType.Bounce)
            {
                Speed          = EditorGUILayout.FloatField("速度", Speed);
                BounceTimes    = EditorGUILayout.IntField("最大弹跳次数", BounceTimes);
                BounceDistance = EditorGUILayout.FloatField("最大弹跳距离", BounceDistance);
            }

            if (EffectType == eEffectType.Thunder)
            {
                Speed           = EditorGUILayout.FloatField("速度", Speed);
                TraceDummyPoint = (eAvatarType)EditorGUILayout.EnumPopup("链接目标骨骼点", TraceDummyPoint);

                EditorGUILayout.BeginHorizontal();
                ThunderPrefab = EditorGUILayout.TextField("链条特效预设路径", ThunderPrefab);
                if (GUILayout.Button(".", GUILayout.Width(20)))
                {
                    string strPath = "Resources/";
                    string strVal  = EditorUtility.OpenFilePanel("打开特效预设", Application.dataPath + "/Resources", "prefab");
                    int    iPos    = strVal.LastIndexOf(strPath);
                    int    toPos   = strVal.LastIndexOf(".");
                    if (iPos != -1 && toPos != -1)
                    {
                        ThunderPrefab = strVal.Substring(iPos + strPath.Length, toPos - iPos - strPath.Length);
                    }
                }
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.Space();
            }

            if (EffectType == eEffectType.Laser)
            {
                LaserMaxLength      = EditorGUILayout.FloatField("激光束最大长度", LaserMaxLength);
                LaserStartWidth     = EditorGUILayout.FloatField("激光束开始宽度", LaserStartWidth);
                LaserEndWidth       = EditorGUILayout.FloatField("激光束结束宽度", LaserEndWidth);
                LaserCalcDamageTime = EditorGUILayout.FloatField("激光束计算伤害时间间隔", LaserCalcDamageTime);
                EditorGUILayout.BeginHorizontal();
                LaserHeadEffect = EditorGUILayout.TextField("激光头特效", LaserHeadEffect);
                if (GUILayout.Button(".", GUILayout.Width(20)))
                {
                    string strPath = "Resources/";
                    string strVal  = EditorUtility.OpenFilePanel("打开特效预设", Application.dataPath + "/Resources", "prefab");
                    int    iPos    = strVal.LastIndexOf(strPath);
                    int    toPos   = strVal.LastIndexOf(".");
                    if (iPos != -1 && toPos != -1)
                    {
                        LaserHeadEffect = strVal.Substring(iPos + strPath.Length, toPos - iPos - strPath.Length);
                    }
                }
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
                LaserTailEffect = EditorGUILayout.TextField("激光尾特效", LaserTailEffect);
                if (GUILayout.Button(".", GUILayout.Width(20)))
                {
                    string strPath = "Resources/";
                    string strVal  = EditorUtility.OpenFilePanel("打开特效预设", Application.dataPath + "/Resources", "prefab");
                    int    iPos    = strVal.LastIndexOf(strPath);
                    int    toPos   = strVal.LastIndexOf(".");
                    if (iPos != -1 && toPos != -1)
                    {
                        LaserTailEffect = strVal.Substring(iPos + strPath.Length, toPos - iPos - strPath.Length);
                    }
                }
                EditorGUILayout.EndHorizontal();
            }
            EditorGUILayout.Space();
        }
コード例 #33
0
ファイル: EffectMgr.cs プロジェクト: vbetter/EffectSystem
    private IEnumerator DespawnEffect(eEffectType type, Transform trans, float waitTime)
    {
        yield return(new WaitForSeconds(waitTime));

        DespawnEffect(type, trans);
    }
コード例 #34
0
ファイル: EffectList.cs プロジェクト: geniushuai/DDTank-3.0
 public virtual AbstractEffect GetOfType(eEffectType effectType)
 {
     lock (m_effects)
     {
         foreach (AbstractEffect effect in m_effects)
             if (effect.Type == effectType) return effect;
     }
     return null;
 }
コード例 #35
0
        /// <summary>
        /// Initializes a new instance of the <see cref="NiTextureEffect"/> class.
        /// </summary>
        /// <param name="file">The file.</param>
        /// <param name="reader">The reader.</param>
        /// <exception cref="Exception">NOT SUPPORTED!</exception>
        public NiTextureEffect(NiFile file, BinaryReader reader) : base(file, reader)
		{
			this.ModelProjectionMatrix = reader.ReadMatrix33();
			this.ModelProjectionTransform = reader.ReadVector3();
			this.TextureFiltering = (eTexFilterMode)reader.ReadUInt32();
			this.TextureClamping = (eTexClampMode)reader.ReadUInt32();
			this.EffectType = (eEffectType)reader.ReadUInt32();
			this.CoordGenType = (eCoordGenType)reader.ReadUInt32();
			if (base.Version <= eNifVersion.VER_3_1)
			{
				throw new Exception("NOT SUPPORTED!");
			}
			if (base.Version >= eNifVersion.VER_4_0_0_0)
			{
				this.SourceTexture = new NiRef<NiSourceTexture>(reader);
			}
			this.ClippingPlane = reader.ReadBoolean(Version);
			this.unknownVector = new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
			this.Unknown2 = reader.ReadSingle();
			if (this.File.Header.Version <= eNifVersion.VER_10_2_0_0)
			{
				this.PS2L = reader.ReadInt16();
				this.PS2K = reader.ReadInt16();
			}
			if (this.File.Header.Version <= eNifVersion.VER_4_1_0_12)
			{
				this.Unknown3 = reader.ReadUInt16();
			}
		}
コード例 #36
0
 public void SetBuffParam(BuffParamKind _kind, Dictionary <BasePartsData, int> _value, float _time, int _skillId, UnitCtrl _source, bool _despelable, eEffectType _effectType, bool _isBuff, bool _additional)
 {
     if (_isBuff || !IsAbnormalState(eAbnormalState.NO_EFFECT_SLIP_DAMAGE))
     {
         if (_effectType == eEffectType.COMMON)
         {
             //添加特效图标
         }
         buffDebuffIndex++;
         StartCoroutine(UpdateBuffParam(_kind, _value, _time, _skillId, _source, _despelable, buffDebuffIndex, _isBuff, _additional));
     }
     else
     {
         SetMissAtk(_source, eMissLogType.DODGE_BY_NO_DAMAGE_MOTION, eDamageEffectType.NORMAL, null, 1);
     }
 }