public override void Preload(ISkillCellData cellData, SkillBase skillBase) { //m_dataIndex = param.damageCellIndex; m_oneDamageInfo = (OneDamageInfo)cellData; m_skillBase = skillBase; GameObject frameStopObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell("Skill/Cell/frameStop"); if (frameStopObj != null) { frameStopObj.transform.parent = transform; ISkillCell skillCell = frameStopObj.GetComponent <ISkillCell>(); skillCell.Preload(m_oneDamageInfo.frameStopDesc, m_skillBase); m_skillBase.AddSkillCell(frameStopObj); } if (m_oneDamageInfo.cameraShakeDesc != null) { GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(m_oneDamageInfo.cameraShakeDesc.prefabPath); cellObj.transform.parent = transform; ISkillCell skillCell = cellObj.GetComponent <ISkillCell>(); skillCell.Preload(m_oneDamageInfo.cameraShakeDesc, m_skillBase); m_skillBase.AddSkillCell(cellObj); } }
protected virtual void CalculateDamage() { // System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch(); // sw.Start(); CancelInvoke("CalculateDamage"); bool isDamageSuccess = false; LuaTable skillDesc = ConfigManager.Instance.Skill.GetSkillConfig(m_skillBase.m_skillID); if (skillDesc == null) { return; } if (m_skillMgr.m_bShowSkillScope) { Vector3 pos = m_skillBase.m_actor.transform.position; if (null == m_SkillScope) { if (m_skillBase.m_actor.mActorType == ActorType.AT_LOCAL_PLAYER || m_skillBase.m_actor.mActorType == ActorType.AT_BOSS) { if (DamageTypeID.DTID_FUN == m_oneDamageInfo.type) { if (m_oneDamageInfo.damageNode.funDamage.angle >= 360) { m_SkillScope = WarningDecel.CreateSectorDecal("Effect/skill/remain/fx_yujing_yuan", pos, m_oneDamageInfo.damageNode.funDamage.radius * 2, m_oneDamageInfo.damageNode.funDamage.angle); } else { m_SkillScope = WarningDecel.CreateSectorDecal("Effect/skill/remain/fx_yujing_shanxing", pos, m_oneDamageInfo.damageNode.funDamage.radius * 2, m_oneDamageInfo.damageNode.funDamage.angle); } if (m_oneDamageInfo.damageNode.funDamage.angle < 360) { float ActorAngle = 0.0f; Vector3 ActorAxis = Vector3.zero; m_skillBase.m_actor.transform.rotation.ToAngleAxis(out ActorAngle, out ActorAxis); if (m_SkillScope != null) { float angle = Mathf.Acos(Vector3.Dot(m_skillBase.m_actor.transform.forward.normalized, new Vector3(1.0f, 0f, 0f))) * Mathf.Rad2Deg; if (ActorAngle >= 90 && ActorAngle <= 270) { m_SkillScope.transform.RotateAround(pos, Vector3.up, angle); } else { m_SkillScope.transform.RotateAround(pos, Vector3.up, -angle); } } //LogMgr.UnityLog("angle="+angle.ToString()); // m_SkillScope.transform.position += m_SkillScope.transform.up * 0.1f; } } else if (DamageTypeID.DTID_RECT == m_oneDamageInfo.type) { m_SkillScope = WarningDecel.CreateRectangleDecal("Effect/skill/remain/fx_yujing_changfang", pos, m_oneDamageInfo.damageNode.rectDamage.width, m_oneDamageInfo.damageNode.rectDamage.length); if (m_SkillScope != null) { m_SkillScope.transform.rotation = m_skillBase.m_actor.transform.rotation; m_SkillScope.transform.position += m_oneDamageInfo.damageNode.rectDamage.length / 2 * m_skillBase.m_actor.transform.forward; } } } //Invoke("HideSkillScope", m_oneDamageInfo.hitTime); } } //单体伤害 if (!m_bIsAoe) { ActorObj targetObj = m_skillBase.m_actor.GetSelTarget(); if (targetObj != null && m_skillBase.m_actor.IsSkillAim((sbyte)m_skillBase.m_skillDesc.Get <int>("faction_limit"), targetObj)) { ActorObj actorBase = targetObj; //按伤害范围算出受伤害对象,具体有没有伤害,还要看对应的属性(免疫等) bool isSkillSuccess = m_skillMgr.IsSkillDamageRange(skillDesc.Get <int>("effect_1"), m_transform, targetObj.transform, actorBase.GetColliderRadius()); //伤害对象 if (isSkillSuccess) { isDamageSuccess = true; //纠正被击表现 DamageParam damageParam = new DamageParam(); damageParam.skillID = m_skillBase.m_skillID; //damageParam.attackObj = m_skillBase.m_castOwnObj; damageParam.attackActor = m_skillBase.m_actor; //damageParam.behitObj = attackObj.gameObject; damageParam.behitActor = actorBase; damageParam.IsClient = true; damageParam.weight = m_oneDamageInfo.resetSkillWeight; damageParam.isNotUseCurveMove = m_oneDamageInfo.isNotUseCurveMove; CoreEntry.gSkillMgr.OnSkillDamage(damageParam); //是否有眩晕效果 if (m_oneDamageInfo.dizzyParamDesc != null) { DizzyParam param = new DizzyParam(); param.keepTime = m_oneDamageInfo.dizzyParamDesc.keepTime; actorBase.OnEnterDizzy(param); } } } } else { //计算伤害 群体 if (m_skillBase.m_actor == null) { return; } ActorObj actor = null; for (int k = 0; k < m_skillBase.m_actor.m_TargetList.Count; ++k) { actor = CoreEntry.gActorMgr.GetActorByServerID(m_skillBase.m_actor.m_TargetList[k]); if (ArenaMgr.Instance.IsArenaFight) { actor = CoreEntry.gActorMgr.GetPlayerActorByServerID(m_skillBase.m_actor.m_TargetList[k]); } if (actor == null) { continue; } //对IOS出现怪物不动 报错的异常 进行错误处理 if (GameLogicMgr.checkValid(actor.gameObject) == false) { continue; } { isDamageSuccess = true; //纠正被击表现 DamageParam damageParam = new DamageParam(); damageParam.skillID = m_skillBase.m_skillID; // damageParam.attackObj = m_skillBase.m_castOwnObj; damageParam.attackActor = m_skillBase.m_actor; // damageParam.behitObj = obj.gameObject; damageParam.behitActor = actor; damageParam.weight = m_oneDamageInfo.resetSkillWeight; damageParam.isNotUseCurveMove = m_oneDamageInfo.isNotUseCurveMove; damageParam.IsClient = true; CoreEntry.gSkillMgr.OnSkillDamage(damageParam); //是否有眩晕效果 if (m_oneDamageInfo.dizzyParamDesc != null) { DizzyParam param = new DizzyParam(); param.keepTime = m_oneDamageInfo.dizzyParamDesc.keepTime; actor.OnEnterDizzy(param); } if (isDamageSuccess && actor.mActorType == ActorType.AT_BOSS && m_skillBase.m_actor.IsMainPlayer()) { m_isHadLoadFrameStop = true; //顿帧 if (m_oneDamageInfo.frameStopDesc != null) { //GameObject frameStopObj = Instantiate( // CoreEntry.gResLoader.LoadResource(m_oneDamageInfo.frameStopDesc.prefabPath)) as GameObject; GameObject frameStopObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(m_oneDamageInfo.frameStopDesc.prefabPath); ISkillCell skillCell = frameStopObj.GetComponent <ISkillCell>(); if (skillCell) { skillCell.Init(m_oneDamageInfo.frameStopDesc, m_skillBase, actor); m_skillBase.AddSkillCell(frameStopObj); } else { //没有skillcell说明,坏掉了马上清理掉 Destroy(frameStopObj); } } } } } } LuaTable skill_action = CoreEntry.gSkillMgr.GetSkillActon(m_skillBase.m_skillID); string remanEfx = null; if (skill_action != null) { remanEfx = skill_action.Get <string>("remain"); } //地表残留 if (remanEfx.Length > 0 && m_oneDamageInfo.m_bUseRemain) { //GameObject efxObj = (GameObject)Object.Instantiate(CoreEntry.gResLoader.LoadResource(remanEfx));//CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx); GameObject efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx); if (efxObj == null) { //efxObj = (GameObject)Object.Instantiate(CoreEntry.gResLoader.LoadResource(remanEfx));//CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx); efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(remanEfx); } //yy 特效和模型按等比例缩放 //if (m_skillBase.m_actor.actorCreatureDisplayDesc.sacle > 1.0f) //{ // ParticleScaler ScaleComponet = efxObj.GetComponent<ParticleScaler>(); // if (ScaleComponet == null) // ScaleComponet = efxObj.AddComponent<ParticleScaler>(); // ScaleComponet.particleScale = m_skillBase.m_actor.actorCreatureDisplayDesc.sacle; //} float maxEfxTime = 0; if (efxObj) { NcCurveAnimation[] efxAnimations = efxObj.GetComponentsInChildren <NcCurveAnimation>(); for (int i = 0; i < efxAnimations.Length; ++i) { // efxAnimations[i].m_fDelayTime /= m_speed; // efxAnimations[i].m_fDurationTime /= m_speed; float efxTime = efxAnimations[i].m_fDelayTime + efxAnimations[i].m_fDurationTime; if (efxTime > maxEfxTime) { maxEfxTime = efxTime; } } } if (skill_action != null) { if (skill_action.Get <float>("skillEfxLength") > 0) { maxEfxTime = skill_action.Get <float>("skillEfxLength"); } //特效存在时间 if (maxEfxTime <= 0.001) { maxEfxTime = m_skillBase.m_actor.GetActionLength(skill_action.Get <string>("animation")); } } EfxAttachActionPool efx = efxObj.GetComponent <EfxAttachActionPool>(); if (efx == null) { efx = efxObj.AddComponent <EfxAttachActionPool>(); } //yy test efx.InitRemain(m_skillBase.m_actor.transform, maxEfxTime, false); m_RemainEfx = efx; } //场景物件,主角破坏 if (m_skillBase.m_actor.mActorType == ActorType.AT_LOCAL_PLAYER) { GameObject[] brokedObjs = CoreEntry.gSceneMgr.brokedObjArray; for (int i = 0; i < brokedObjs.Length; ++i) { if (brokedObjs[i] == null) { continue; } bool isSkillSuccess = m_skillMgr.IsSkillDamageRange(skillDesc.Get <int>("effect_1"), m_transform, brokedObjs[i].transform, 0.5f); //伤害对象 if (isSkillSuccess) { Broked broked = brokedObjs[i].GetComponent <Broked>(); int weight = 3;//m_skillBase.m_skillDesc.weight; if (m_oneDamageInfo.resetSkillWeight > 0) { weight = m_oneDamageInfo.resetSkillWeight; } broked.DoBroked(m_skillBase.m_actor.thisGameObject, weight); } } } //if (isDamageSuccess && !m_isHadLoadFrameStop) //{ // m_isHadLoadFrameStop = true; // //顿帧 // if (m_oneDamageInfo.frameStopDesc != null) // { // GameObject frameStopObj = Instantiate( // CoreEntry.gResLoader.LoadResource(m_oneDamageInfo.frameStopDesc.prefabPath)) as GameObject; // ISkillCell skillCell = frameStopObj.GetComponent<ISkillCell>(); // skillCell.Init(m_oneDamageInfo.frameStopDesc,m_skillBase.m_actor); // m_skillBase.AddSkillCell(frameStopObj); // } //} //屏震 不是主玩家 , 就不震屏幕 if (m_skillBase.m_actor.IsMainPlayer() || m_skillBase.m_actor.mActorType == ActorType.AT_BOSS) { if (m_oneDamageInfo.cameraShakeDesc != null) { if (m_oneDamageInfo.cameraShakeDesc.activeWhenHit == false || (m_oneDamageInfo.cameraShakeDesc.activeWhenHit == true && isDamageSuccess == true) ) { //GameObject cellObj = Instantiate( // CoreEntry.gResLoader.LoadResource(m_oneDamageInfo.cameraShakeDesc.prefabPath)) as GameObject; GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(m_oneDamageInfo.cameraShakeDesc.prefabPath); cellObj.transform.parent = transform; // m_oneDamageInfo.cameraShakeDesc.playTime = m_oneDamageInfo.hitTime; ISkillCell skillCell = cellObj.GetComponent <ISkillCell>(); skillCell.Init(m_oneDamageInfo.cameraShakeDesc, m_skillBase); m_skillBase.AddSkillCell(cellObj); } } } //是否持续伤害 if (m_oneDamageInfo.isRepeatedly && m_repeateKeep > 0) { Invoke("CalculateDamage", m_oneDamageInfo.damageDiff / m_skillBase.m_speed); --m_repeateKeep; } // sw.Stop(); if (m_skillBase.m_actor.IsLocalPlayer()) { // Debug.LogError("3....." + sw.ElapsedMilliseconds + "毫秒....."); } }
void Fire() { CancelInvoke("Fire"); //屏震 不是主玩家 , 就不震屏幕 if (m_skillBase != null && m_skillBase.m_actor != null && m_skillBase.m_actor.gameObject != null) { if (m_skillBase.m_actor.IsMainPlayer() || m_skillBase.m_actor.mActorType == ActorType.AT_BOSS) { if (m_fireFlyAttackDesc.cameraShakeDesc != null) { //GameObject cellObj = (GameObject)Object.Instantiate(CoreEntry.gResLoader.LoadResource(m_fireFlyAttackDesc.cameraShakeDesc.prefabPath));//CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(m_fireFlyAttackDesc.cameraShakeDesc.prefabPath); GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(m_fireFlyAttackDesc.cameraShakeDesc.prefabPath); cellObj.transform.parent = transform; ISkillCell skillCell = cellObj.GetComponent <ISkillCell>(); skillCell.Init(m_fireFlyAttackDesc.cameraShakeDesc, m_skillBase); m_skillBase.AddSkillCell(cellObj); } } } //发射点位置 Transform flyTransform = null; if (m_skillBase != null) { flyTransform = m_skillBase.FindChildTransform(m_fireFlyAttackDesc.firePos); } if (flyTransform == null) { LogMgr.UnityError("FireflyCell没有找到绑定点 \"" + m_fireFlyAttackDesc.firePos + "\""); return; } if (m_skillBase == null) { return; } // float diffAngle = 360f / m_fireFlyAttackDesc.bulletNum; float diffAngle = m_fireFlyAttackDesc.fAngle; for (int i = 0; i < m_fireFlyAttackDesc.bulletNum; ++i) { //加载子弹 GameObject objBullet = (GameObject)Instantiate(CoreEntry.gResLoader.LoadResource(m_fireFlyAttackDesc.bulletPrefab)); if (objBullet == null) { return; } objBullet.transform.position = flyTransform.position; Vector3 targetpos = new Vector3(0, 0, 0); // 下面这句有时候会造成弓箭兵 射出的箭向后飞,目标错乱 //ActorObj actorObj = m_skillBase.m_actor.GetAttackObj(); //if (actorObj == null) // actorObj = m_skillBase.m_hateActor; ActorObj actorObj = m_skillBase.GetSelTarget(); if (actorObj != null && m_fireFlyAttackDesc.bulletNum == 1) { //单个目标,指向目标方向 //Vector3 aimPos = new Vector3(actorObj.thisGameObject.transform.position.x, // objBullet.transform.position.y, actorObj.thisGameObject.transform.position.z); //aimPos = Vector3.Normalize(aimPos); //objBullet.transform.LookAt(aimPos); //Vector3 aimPos = new Vector3(actorObj.thisGameObject.transform.position.x, // objBullet.transform.position.y, actorObj.thisGameObject.transform.position.z); Vector3 aimPos = new Vector3(); aimPos = actorObj.thisGameObject.transform.position; aimPos.y = actorObj.GetBehitEfxPosition().y; Vector3 lookRot = aimPos - flyTransform.position; // 穿透的子弹不需要考虑高度 if (m_fireFlyAttackDesc.bThroughFlag) { lookRot.y = 0; // 设置为0时 高度不同时就打不到了 } if (lookRot == Vector3.zero) { return; } lookRot.Normalize(); objBullet.transform.rotation = Quaternion.LookRotation(lookRot); targetpos = aimPos; } else { if (i == 0) { //朝向 Quaternion rot = Quaternion.Euler(m_transform.rotation.eulerAngles.x, m_transform.rotation.eulerAngles.y + diffAngle * i, m_transform.rotation.eulerAngles.z); objBullet.transform.rotation = rot; } if (i % 2 == 0) { //朝向 Quaternion rot = Quaternion.Euler(m_transform.rotation.eulerAngles.x, m_transform.rotation.eulerAngles.y + diffAngle * (i + 1) * 0.5f, m_transform.rotation.eulerAngles.z); objBullet.transform.rotation = rot; } else { //朝向 Quaternion rot = Quaternion.Euler(m_transform.rotation.eulerAngles.x, m_transform.rotation.eulerAngles.y - diffAngle * (i + 1) * 0.5f, m_transform.rotation.eulerAngles.z); objBullet.transform.rotation = rot; } } // 弹弹乐 TanTanLe tantan = objBullet.GetComponent <TanTanLe>(); if (tantan != null) { BulletParam param = new BulletParam(); param.flySpeed = m_fireFlyAttackDesc.flySpeed; param.flyTime = m_fireFlyAttackDesc.flyTime; param.skillID = m_skillBase.m_skillID; param.castObj = m_skillBase.m_actor.thisGameObject; param.damageActorTypeList = m_fireFlyAttackDesc.aimActorTypeList; param.bThroughFlag = m_fireFlyAttackDesc.bThroughFlag; param.projectile = m_fireFlyAttackDesc.projectile; param.TanTanLeCount = m_fireFlyAttackDesc.TanTanLeCount; param.TanTanLeDis = m_fireFlyAttackDesc.TanTanLeDis; param.dizzyTime = m_fireFlyAttackDesc.dizzyTime; param.targetpos = targetpos; if (m_skillBase != null && m_skillBase.m_actor != null) { ActorObj actorobj = m_skillBase.m_hitActor; if (actorobj != null) { param.aimTransform = actorobj.transform; } else { actorObj = m_skillBase.m_actor.GetAttackObj(); if (actorObj == null) { actorObj = m_skillBase.m_hitActor; } if (actorobj != null) { param.aimTransform = actorobj.transform; } { ActorObj gameobj = m_skillBase.GetSelTarget(); if (gameobj != null) { param.aimTransform = gameobj.transform; } } } } tantan.Init(param); } else // 子弹 { Bullet bullet = objBullet.GetComponent <Bullet>(); BulletParam param = new BulletParam(); param.m_skillBase = m_skillBase; param.flySpeed = m_fireFlyAttackDesc.flySpeed; param.flyTime = m_fireFlyAttackDesc.flyTime; param.skillID = m_skillBase.m_skillID; param.castObj = m_skillBase.m_actor.thisGameObject; param.damageActorTypeList = m_fireFlyAttackDesc.aimActorTypeList; param.bThroughFlag = m_fireFlyAttackDesc.bThroughFlag; param.projectile = m_fireFlyAttackDesc.projectile; param.targetpos = targetpos; param.bTakeAwayTarget = m_fireFlyAttackDesc.bTakeAwayTarget; param.disappearWhenTouchWall = m_fireFlyAttackDesc.disappearWhenTouchWall; param.bCanNotMoveWhenTakenAway = m_fireFlyAttackDesc.bCanNotMoveWhenTakenAway; param.bTraceTarget = m_fireFlyAttackDesc.bTraceTarget; param.bAttachToSkill = m_fireFlyAttackDesc.bAttachToSkill; param.bAttackMoreThanOnce = m_fireFlyAttackDesc.bAttackMoreThanOnce; param.bEndTheSkillWhenDisappear = m_fireFlyAttackDesc.bEndTheSkillWhenDisappear; bullet.Init(param); } } }