コード例 #1
0
        public void AeonBtnClickHandler()
        {
#if UNITY_EDITOR
            if (!VirtualServerController.instance.fightEidtor)
#endif
            if (character.isDead || character.controled || character.Silence || !isCanPlayAeon || _isOrderAeonSkill)
            {
                return;
            }
            if (Fight.Controller.FightController.instance.fightStatus != FightStatus.Normal)
            {
                return;
            }
            SkillBarView skillBarView = UIMgr.instance.Get <SkillBarView>(SkillBarView.PREFAB_PATH);
            Canvas       canvas       = skillBarView.GetComponent <Canvas>();
            Logic.Effect.Controller.EffectController.instance.PlayUIEffect(Logic.Effect.Controller.EffectController.EFFECT_CLICKSKILL, Vector3.zero, Quaternion.identity, Vector3.one, 2f, canvas.sortingOrder, aeonBtn.transform);
            _isOrderAeonSkill = true;
            Logic.UI.SkillBar.Controller.SkillBarController.instance.OrderAeonSkill(character.characterInfo.instanceID, character.characterInfo.aeonSkill);
            ResetAngry();
            AudioController.instance.PlayAudio(AudioController.SKILL_CLICK, false);
        }
コード例 #2
0
        public static SkillBarView Open()
        {
            SkillBarView skillBarView = UIMgr.instance.Open <SkillBarView>(PREFAB_PATH, EUISortingLayer.MainUI, UIOpenMode.Overlay);

            return(skillBarView);
        }
コード例 #3
0
        public void SkillClickHandler()
        {
            if (canOrder)
            {
                Debugger.Log("order skill");
#if UNITY_EDITOR
                if (!Logic.Net.Controller.VirtualServerController.instance.fightEidtor)
#endif
                if (!Fight.Controller.FightController.instance.autoFight)
                {
                    if (Time.realtimeSinceStartup - pointDownTime > DELAY)    //长按忽略技能释放
                    {
                        return;
                    }
                }
                switch (Fight.Controller.FightController.instance.fightStatus)
                {
                case FightStatus.Normal:
                    MechanicsType mechanicsType = Logic.Skill.SkillUtil.GetSkillMechanicsType(skillInfo);    //点击浮空和倒地技能,提示特效消失
                    if (mechanicsType == MechanicsType.Float)
                    {
                        ShowFloatParticle(false);
                    }
                    else if (mechanicsType == MechanicsType.Tumble)
                    {
                        ShowTumbleParticle(false);
                    }
                    break;

                case FightStatus.FloatWaiting:
                    ShowFloatParticle(false);
                    break;

                case FightStatus.TumbleWaiting:
                    ShowTumbleParticle(false);
                    break;
                }
                ShowRefreshParticle(false);
                selectedImage.enabled = true;
                //SetSkillSpriteState(true);
                SkillBarView skillBarView = UIMgr.instance.Get <SkillBarView>(SkillBarView.PREFAB_PATH);
                Canvas       canvas       = skillBarView.canvas;
                EffectController.instance.PlayUIEffect(Logic.Effect.Controller.EffectController.EFFECT_CLICKSKILL, Vector3.zero, Quaternion.identity, Vector3.one, 2f, canvas.sortingOrder, transform);
                canOrder    = false;
                _cancelable = true;
                _cancelTime = Time.time;
                if (skillItemBoxView.character.characterInfo.skillId1 == skillID && skillID != 0)
                {
                    skillItemBoxView.character.canOrderSkill1 = false;
                }
                else if (skillItemBoxView.character.characterInfo.skillId2 == skillID && skillID != 0)
                {
                    skillItemBoxView.character.canOrderSkill2 = false;
                }
                skillInfo.currentLevel = currentLevel;
                if (onClickSkillAction != null)
                {
                    onClickSkillAction(this);
                }
            }
            else if (cancelable && !Fight.Controller.FightController.instance.isWaitingCombo && !Fight.Controller.FightController.instance.isComboing /*&& Time.time - _cancelTime >= 2f*/)
            {
                _cancelable = false;
                Logic.Net.Controller.DataMessageHandler.DataMessage_ResetSkillOrder(skillItemBoxView.character, skillInfo.skillData.skillId, true);
            }
        }