コード例 #1
0
ファイル: MainWorld.cs プロジェクト: zj831007/UnityMMO
        public void Initialize()
        {
            m_GameWorld = new GameWorld("ClientWorld");
            TimelineManager.GetInstance().Init();
            SceneMgr.Instance.Init(m_GameWorld);
            SynchFromNet.Instance.Init();

            InitializeSystems();
        }
コード例 #2
0
 public static TimelineManager GetInstance()
 {
     if (instance != null)
     {
         return(instance);
     }
     instance = new TimelineManager();
     return(instance);
 }
コード例 #3
0
        public void CastSkill(int skillID)
        {
            // var skillID = GetSkillIDByIndex(skillIndex);
            var isInCD = IsSkillInCD(skillID);

            if (isInCD)
            {
                XLuaFramework.CSLuaBridge.GetInstance().CallLuaFuncStr(GlobalEvents.MessageShow, "技能冷却中...");
                return;
            }
            var roleGameOE = RoleMgr.GetInstance().GetMainRole();
            var roleInfo   = roleGameOE.GetComponent <RoleInfo>();

            string assetPath      = ResPath.GetRoleSkillResPath(skillID);
            bool   isNormalAttack = IsNormalAttack(skillID);//普通攻击

            // Debug.Log("isNormalAttack : "+isNormalAttack);
            if (!isNormalAttack)
            {
                ResetCombo();//使用非普攻技能时就重置连击索引
            }
            var uid = SceneMgr.Instance.EntityManager.GetComponentData <UID>(roleGameOE.Entity);
            Action <TimelineInfo.Event> afterAdd = null;

            if (isNormalAttack)
            {
                //普攻的话增加连击索引
                afterAdd = (TimelineInfo.Event e) =>
                {
                    if (e == TimelineInfo.Event.AfterAdd)
                    {
                        IncreaseCombo();
                    }
                };
            }
            var timelineInfo = new TimelineInfo {
                ResPath = assetPath, Owner = roleGameOE.Entity, StateChange = afterAdd
            };

            TimelineManager.GetInstance().AddTimeline(uid.Value, timelineInfo, SceneMgr.Instance.EntityManager);
        }
コード例 #4
0
        private void HandleCastSkill(SprotoType.scene_fight_event_info fight_event)
        {
            long   uid          = fight_event.attacker_uid;
            Entity scene_entity = SceneMgr.Instance.GetSceneObject(uid);
            var    isMainRole   = RoleMgr.GetInstance().IsMainRoleEntity(scene_entity);

            // isMainRole = false;//test
            if (scene_entity == Entity.Null || isMainRole)
            {
                return;
            }

            //TODO:预先判断是否能使用技能
            bool is_can_cast = true;

            if (!is_can_cast)
            {
                return;
            }

            //更新朝向
            Transform trans = SceneMgr.Instance.EntityManager.GetComponentObject <Transform>(scene_entity);

            // trans.rotation = Quaternion.Euler(trans.eulerAngles.x, fight_event.direction/100, trans.eulerAngles.z);
            trans.LookAt(new Vector3(fight_event.target_pos_x / GameConst.RealToLogic, fight_event.target_pos_y / GameConst.RealToLogic, fight_event.target_pos_z / GameConst.RealToLogic));

            //播放攻击动作
            string assetPath = SkillManager.GetInstance().GetSkillResPath((int)fight_event.skill_id);

            Debug.Log("OnAckFightEvents assetPath : " + assetPath);
            var param = new Dictionary <string, object>();

            param["FlyHurtWord"] = fight_event.defenders;
            var timelineInfo = new TimelineInfo {
                ResPath = assetPath, Owner = scene_entity, Param = param
            };

            TimelineManager.GetInstance().AddTimeline(uid, timelineInfo, SceneMgr.Instance.EntityManager);
        }