void JoinCombat() { MainCameraM.s_Instance.EnableDrag(true); WndManager.DestoryDialog <SelectSoldierwnd>(); CombatInfoWnd wndInfo = WndManager.GetDialog <CombatInfoWnd>(); if (wndInfo != null) { wndInfo.SetWndMode(CombatInfoMode.combat); } CombatWnd wnd = WndManager.GetDialog <CombatWnd>(); if (wnd != null) { wnd.InitSoldierUI(); } if (m_SelectedBlackScienceCaptainID != 0) //黑科技设置 { CmCarbon.AddGodSkill(true, m_SelectedBlackScienceCaptainID, ConfigM.GetInitMana()); GodSkillWnd gsw = WndManager.GetDialog <GodSkillWnd>(); if (gsw != null) { gsw.SetCurMana(CmCarbon.GetGodSkillMana(true)); gsw.SetRequireMana(CmCarbon.GetGodSkill(true).GetRequireMana()); } } CombatScheduler.SetCSState(CSState.Combat); }
public override void BuildUI() { Life.Environment = LifeEnvironment.Combat; CombatScheduler.SetCSState(CSState.Ready); if (BattleEnvironmentM.GetBattleEnvironmentMode() == BattleEnvironmentMode.CombatPVE) { if (StageDC.GetPveMode() == PVEMode.Attack) { WndManager.GetDialog <SelectSoldierwnd>(); BattleEnvironmentM.BuildScene(); } else { BattleEnvironmentM.BuildScene(); WndManager.GetDialog <CombatWnd>(); CombatInfoWnd wnd = WndManager.GetDialog <CombatInfoWnd>(); if (wnd != null) { wnd.SetWndMode(CombatInfoMode.combat); } if (CmCarbon.GetGodSkill(StageDC.GetPveMode() == PVEMode.Attack) != null) { //船长技能设置 GodSkillWnd gsw = WndManager.GetDialog <GodSkillWnd>(); if (gsw != null) { gsw.SetCurMana(CmCarbon.GetGodSkillMana(true)); gsw.SetRequireMana(CmCarbon.GetGodSkill(true).GetRequireMana()); } } // } } else { WndManager.GetDialog <CombatWnd>(); WndManager.GetDialog <CombatCountDownWnd>(); CombatInfoWnd wnd = WndManager.GetDialog <CombatInfoWnd>(); if (wnd != null) { wnd.SetWndMode(CombatInfoMode.view); } BattleEnvironmentM.BuildScene(); } BattleEnvironmentM.AddFireSoldierCompent(); Screen.sleepTimeout = SleepTimeout.NeverSleep;//prevent phone from going to sleep m_oldUserInfo.Level = UserDC.GetLevel(); m_oldUserInfo.Physical = UserDC.GetPhysical(); }
void Update() { if (CombatScheduler.State == CSState.Pause) { return; } if (CombatScheduler.State == CSState.End) { Destroy(this); return; } if (CombatScheduler.State == CSState.Start || CombatScheduler.State == CSState.Ready) { CombatScheduler.SetCSState(CSState.Combat); } m_timeElapse += Time.deltaTime; CreateWatingSoldiers(); UpdateWatingSoliderUI(); FrieSoldiers(); }
public void ReleaseSkill(MapGrid g, Vector3 pos, Life target = null) { if (!CheckMana()) { CancelSelect(); return; } //Building.ShowAllHp(false); GodSkill godSkill = CmCarbon.GetGodSkill(true); int selectTarget = godSkill.m_godskill.m_selectTarget; List <Life> listSelfLife = new List <Life>(); switch (selectTarget) { case 0: //不需要选择目标 //NGUIUtil.DebugLog("不需要选择目标"); break; case 1: //需要己方单位目标 //NGUIUtil.DebugLog("需要己方单位目标"); if (target != null) { listSelfLife.Add(target); } else { Life life = SearchSelfNearestTarget(g, godSkill.Camp, 1f); listSelfLife.Add(life); if (life == null) { //NGUIUtil.ShowTipWnd(string.Format("{0} 需要己方单位目标!",godSkill.m_godskill.m_name),1.0f); return; } else { //NGUIUtil.ShowTipWnd(string.Format("{0} 己方单位目标!", life.transform.name), 1.0f); } } break; case 2: //需要敌方单位目标 //NGUIUtil.DebugLog("需要敌方单位目标"); break; default: break; } m_ReleaseSkill = true; m_ReadyReleaseSkill = false; Vector3 vpos = MyHead.Vaule.transform.position; vpos.z -= 1; GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", "2000581", vpos, MyHead.Vaule.transform.parent); iseffecttime = true; if (gae != null) { GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1f); gae.gameObject.AddComponent <SetRenderQueue>(); ndEffect.m_complete = EffectFinish; gae.AddAction(ndEffect); } if (CSState.Start == CombatScheduler.State) { CombatScheduler.SetCSState(CSState.Combat); } godSkill.ListSkillTarget = listSelfLife; godSkill.ReleaseGodSkill(g, pos); int require = int.Parse(MyHead.RequireMana.text); SetRequireMana(godSkill.GetRequireMana()); CmCarbon.SubGodSkillMana(true, require); SetCurMana(CmCarbon.GetGodSkillMana(true)); UnDoClick(); CancelSelect(); //Fire.SetActive(false); }