public new void onBullet(int id) { bool flag = this.m_linkProfessionRole.getShowSkillEff() == 3 || this.m_linkProfessionRole.getShowSkillEff() == 2; if (!flag) { bool flag2 = id == 1; if (flag2) { Vector3 position = base.transform.position + base.transform.forward * 1.5f; HitData hitData = this.m_linkProfessionRole.Build_PRBullet(2001u, 0.125f, SceneTFX.m_Bullet_Prefabs[3], position, base.transform.rotation); hitData.m_nDamage = 108; hitData.m_Color_Main = Color.gray; hitData.m_Color_Rim = Color.white; hitData.m_nHurtFX = 2; } bool flag3 = id == 2; if (flag3) { Vector3 position2 = base.transform.position + base.transform.forward * 1.5f; HitData hitData2 = this.m_linkProfessionRole.Build_PRBullet(2001u, 0.125f, SceneTFX.m_Bullet_Prefabs[3], position2, base.transform.rotation); hitData2.m_nDamage = 128; hitData2.m_Color_Main = Color.gray; hitData2.m_Color_Rim = Color.white; hitData2.m_nHurtFX = 2; } bool flag4 = id == 3; if (flag4) { Vector3 position3 = base.transform.position + base.transform.forward * 2.5f; HitData hitData3 = this.m_linkProfessionRole.Build_PRBullet(2001u, 0.125f, SceneTFX.m_Bullet_Prefabs[4], position3, base.transform.rotation); hitData3.m_nDamage = 188; hitData3.m_Color_Main = Color.gray; hitData3.m_Color_Rim = Color.white; hitData3.m_nHurtFX = 2; hitData3.m_nHurtSP_type = 11; hitData3.m_nHurtSP_pow = 3; hitData3.m_nLastHit = 1; } bool flag5 = id == 4; if (flag5) { Vector3 position4 = base.transform.position; HitData hitData4 = this.m_linkProfessionRole.Build_PRBullet(2003u, 0.125f, SceneTFX.m_Bullet_Prefabs[4], position4, base.transform.rotation); hitData4.m_nDamage = 88; hitData4.m_Color_Main = Color.red; hitData4.m_Color_Rim = Color.red; hitData4.m_nHurtFX = 3; } bool flag6 = id == 21; if (flag6) { Vector3 position5 = base.transform.position + base.transform.forward * 4f; HitData hitData5 = this.m_linkProfessionRole.Build_PRBullet(2004u, 0.2f, SceneTFX.m_Bullet_Prefabs[6], position5, base.transform.rotation); hitData5.m_nDamage = 388; hitData5.m_Color_Main = Color.red; hitData5.m_Color_Rim = Color.red; hitData5.m_nHurtSP_type = 1; hitData5.m_nHurtSP_pow = 4; } bool flag7 = 13 == id; if (flag7) { bool flag8 = this.m_linkProfessionRole.m_LockRole != null; if (flag8) { Vector3 position6 = base.transform.position + base.transform.forward * 0.5f; position6.y += 1.25f; HitData bullet = this.m_linkProfessionRole.Build_PRBullet(2004u, 0f, P2Warrior_Event.WARRIOR_B1, position6, base.transform.rotation); FollowBullet_Mgr.AddBullet(this.m_linkProfessionRole.m_LockRole, bullet, 0.8f); } } bool flag9 = 141 == id; if (flag9) { Vector3 position7 = base.transform.position + base.transform.forward * 3f; HitData hitData6 = this.m_linkProfessionRole.Build_PRBullet(2002u, 0.3f, SceneTFX.m_Bullet_Prefabs[4], position7, base.transform.rotation); hitData6.m_nDamage = 108; hitData6.m_Color_Main = Color.gray; hitData6.m_Color_Rim = Color.white; hitData6.m_nHurtFX = 2; } bool flag10 = 142 == id; if (flag10) { Vector3 position8 = base.transform.position + base.transform.forward * 6f; HitData hitData7 = this.m_linkProfessionRole.Build_PRBullet(2002u, 0.3f, SceneTFX.m_Bullet_Prefabs[4], position8, base.transform.rotation); hitData7.m_nDamage = 88; hitData7.m_Color_Main = Color.gray; hitData7.m_Color_Rim = Color.white; hitData7.m_nHurtFX = 2; } bool flag11 = 143 == id; if (flag11) { Vector3 position9 = base.transform.position + base.transform.forward * 4f; HitData hitData8 = this.m_linkProfessionRole.Build_PRBullet(2002u, 0.2f, SceneTFX.m_Bullet_Prefabs[6], position9, base.transform.rotation); hitData8.m_nDamage = 188; hitData8.m_Color_Main = Color.gray; hitData8.m_Color_Rim = Color.white; hitData8.m_nHurtFX = 2; hitData8.m_nHurtSP_type = 21; hitData8.m_nHurtSP_pow = 4; } bool flag12 = 2009 == id; if (flag12) { Vector3 position10 = base.transform.position + base.transform.forward * 3f; HitData hitData9 = this.m_linkProfessionRole.Build_PRBullet(2009u, 0.2f, SceneTFX.m_Bullet_Prefabs[5], position10, base.transform.rotation); hitData9.m_nDamage = 88; hitData9.m_Color_Main = Color.red; hitData9.m_Color_Rim = Color.red; hitData9.m_nHurtSP_type = 11; hitData9.m_nHurtSP_pow = 4; hitData9.m_nHurtFX = 6; } bool flag13 = 2006 == id; if (flag13) { Vector3 position11 = base.transform.position + base.transform.forward * 3f; HitData hitData10 = this.m_linkProfessionRole.Build_PRBullet(2006u, 0.2f, SceneTFX.m_Bullet_Prefabs[6], position11, base.transform.rotation); hitData10.m_nDamage = 88; hitData10.m_Color_Main = Color.red; hitData10.m_Color_Rim = Color.red; hitData10.m_nHurtSP_type = 11; hitData10.m_nHurtSP_pow = 4; hitData10.m_nHurtFX = 6; } bool flag14 = 2007 == id; if (flag14) { Vector3 position12 = base.transform.position + base.transform.forward * 1f; HitData hitData11 = this.m_linkProfessionRole.Build_PRBullet(2007u, 0.3f, SceneTFX.m_Bullet_Prefabs[4], position12, base.transform.rotation); hitData11.m_nDamage = 88; hitData11.m_Color_Main = Color.red; hitData11.m_Color_Rim = Color.red; hitData11.m_nHurtSP_type = 11; hitData11.m_nHurtSP_pow = 10; hitData11.m_nHurtFX = 3; } } }
public void onBullet(int id) { bool flag = this.m_monRole is M000P3 || this.m_monRole is ohterP3Mage; if (flag) { bool flag2 = id == 1; if (flag2) { Vector3 position = base.transform.position + base.transform.forward * 0.5f; position.y += 1.25f; GameObject gameObject = UnityEngine.Object.Instantiate(M0x000_Role_Event.MAGE_B1, position, base.transform.rotation) as GameObject; gameObject.transform.SetParent(U3DAPI.FX_POOL_TF, false); Transform transform = gameObject.transform.FindChild("t"); bool flag3 = transform != null; if (flag3) { HitData hitData = this.m_monRole.Link_PRBullet(3001u, 2f, gameObject, transform); hitData.m_Color_Main = Color.gray; hitData.m_Color_Rim = Color.white; hitData.m_nDamage = 277; hitData.m_aniTrack = transform.GetComponent <Animator>(); transform.gameObject.layer = EnumLayer.LM_BT_FIGHT; Transform transform2 = transform.FindChild("f"); bool flag4 = transform2 != null; if (flag4) { hitData.m_aniFx = transform2.GetComponent <Animator>(); } } } bool flag5 = id == 2; if (flag5) { Vector3 vector = base.transform.position; vector.y += 1f + UnityEngine.Random.Range(0f, 1f); bool flag6 = UnityEngine.Random.Range(0, 16) > 7; if (flag6) { vector += base.transform.right * (0.5f + UnityEngine.Random.Range(0f, 1f)); } else { vector -= base.transform.right * (0.5f + UnityEngine.Random.Range(0f, 1f)); } GameObject gameObject2 = UnityEngine.Object.Instantiate(M0x000_Role_Event.MAGE_B2, vector, base.transform.rotation) as GameObject; gameObject2.transform.SetParent(U3DAPI.FX_POOL_TF, false); Transform transform3 = gameObject2.transform.FindChild("t"); bool flag7 = transform3 != null; if (flag7) { HitData hitData2 = this.m_monRole.Link_PRBullet(3005u, 2f, gameObject2, transform3); hitData2.m_nHurtSP_type = 11; hitData2.m_nHurtSP_pow = 1; hitData2.m_aniTrack = transform3.GetComponent <Animator>(); transform3.gameObject.layer = EnumLayer.LM_BT_FIGHT; Transform transform4 = transform3.FindChild("f"); bool flag8 = transform4 != null; if (flag8) { hitData2.m_aniFx = transform4.GetComponent <Animator>(); } } } bool flag9 = id == 101; if (flag9) { Vector3 position2 = base.transform.position; HitData hitData3 = this.m_monRole.Build_PRBullet(3004u, 0.125f, SceneTFX.m_Bullet_Prefabs[7], position2, base.transform.rotation); hitData3.m_nDamage = 288; hitData3.m_Color_Main = Color.blue; hitData3.m_Color_Rim = Color.cyan; hitData3.m_nHurtFX = 1; hitData3.m_nHurtSP_type = 11; hitData3.m_nHurtSP_pow = 2; } bool flag10 = 3006 == id; if (flag10) { bool flag11 = this.m_monRole.m_LockRole == null; if (flag11) { return; } Vector3 position3 = this.m_monRole.m_LockRole.m_curModel.position; position3.z += UnityEngine.Random.Range(-2f, 2f); position3.x += UnityEngine.Random.Range(-2f, 2f); position3.y += 8f; GameObject gameObject3 = UnityEngine.Object.Instantiate(P3Mage_Event.MAGE_B6, position3, base.transform.rotation) as GameObject; gameObject3.transform.SetParent(U3DAPI.FX_POOL_TF, false); Transform transform5 = gameObject3.transform.FindChild("t"); bool flag12 = transform5 != null; if (flag12) { HitData hitData4 = this.m_monRole.Link_PRBullet(3006u, 3f, gameObject3, transform5); hitData4.m_nHurtSP_type = 11; hitData4.m_nHurtSP_pow = 1; hitData4.m_bOnlyHit = false; hitData4.m_Color_Main = Color.blue; hitData4.m_Color_Rim = Color.white; hitData4.m_aniTrack = transform5.GetComponent <Animator>(); transform5.gameObject.layer = EnumLayer.LM_BT_FIGHT; Transform transform6 = transform5.FindChild("f"); bool flag13 = transform6 != null; if (flag13) { hitData4.m_aniFx = transform6.GetComponent <Animator>(); } } } bool flag14 = 3002 == id; if (flag14) { this.cur_3002_num = 0; this.cur_3002_forward = base.transform.forward; this.cur_3002_pos = base.transform.position; base.CancelInvoke("skill_3002"); base.InvokeRepeating("skill_3002", 0f, 0.2f); } bool flag15 = 3009 == id; if (flag15) { Vector3 position4 = base.transform.position + base.transform.forward * 3.5f; HitData hitData5 = this.m_monRole.Build_PRBullet(3009u, 0.125f, SceneTFX.m_Bullet_Prefabs[7], position4, base.transform.rotation); hitData5.m_nDamage = 288; hitData5.m_Color_Main = Color.white; hitData5.m_Color_Rim = new Color(0.02f, 0.73f, 0.92f, 0.51f); hitData5.m_nHurtSP_type = 31; hitData5.m_nHurtSP_pow = 2; } bool flag16 = 30071 == id; if (flag16) { Vector3 vector2 = base.transform.position + base.transform.forward * 7f; HitData hitData6 = this.m_monRole.Build_PRBullet(3007u, 3.5f, SceneTFX.m_Bullet_Prefabs[8], vector2, base.transform.rotation); hitData6.m_nDamage = 0; hitData6.m_Color_Main = Color.gray; hitData6.m_Color_Rim = Color.white; vector2.y += 1f; hitData6.m_nHurtSP_pos = vector2; hitData6.m_nHurtSP_type = 14; hitData6.m_nHurtSP_pow = 4; hitData6.m_hurtNum = 0; } bool flag17 = 30072 == id; if (flag17) { this.cur_3007_1_time = 0; base.CancelInvoke("skill_3007_1"); base.InvokeRepeating("skill_3007_1", 0f, 0.4f); } bool flag18 = 30073 == id; if (flag18) { this.cur_3007_2_time = 0; base.CancelInvoke("skill_3007_2"); base.InvokeRepeating("skill_3007_2", 0f, 0.4f); } bool flag19 = 30111 == id; if (flag19) { this.m_cur_ball_30111.Clear(); bool flag20 = this.m_monRole == null; if (flag20) { return; } this.ball_30111_pos = this.m_monRole.m_LockRole.m_curModel.position; this.ball_30111_hight = this.m_monRole.m_LockRole.headOffset.y / 2f; this.ball_3011_dis = Vector3.Distance(base.transform.position, this.m_monRole.m_LockRole.m_curModel.position); GameObject gameObject4 = UnityEngine.Object.Instantiate(M0x000_Role_Event.MAGE_S3011, base.transform.position, base.transform.rotation) as GameObject; gameObject4.transform.SetParent(U3DAPI.FX_POOL_TF, false); for (int i = 1; i <= gameObject4.transform.FindChild("heiqiu").childCount; i++) { this.m_cur_ball_30111.Add(gameObject4.transform.FindChild("heiqiu/0" + i)); } UnityEngine.Object.Destroy(gameObject4, 6f); } bool flag21 = 30112 == id; if (flag21) { bool flag22 = this.m_monRole.m_LockRole != null; if (flag22) { this.m_monRole.TurnToRole(this.m_monRole.m_LockRole, false); } bool flag23 = this.m_cur_ball_30111.Count == 0; if (!flag23) { for (int j = 0; j < this.m_cur_ball_30111.Count; j++) { Transform one = this.m_cur_ball_30111[j]; one.GetComponent <Animator>().enabled = false; Transform ball = one.FindChild("top/heiqiu (1)"); Vector3 localPosition = ball.localPosition; ball.transform.DOLocalMove(localPosition / 3f, 0.35f, false).SetDelay(0.1f * (float)(j + 1) / 2f); Tweener t = one.transform.DOLocalMove(new Vector3(0f, this.ball_30111_hight, this.ball_3011_dis), 0.35f + this.ball_3011_dis * 0.01f, false).SetDelay(0.1f * (float)j); t.SetUpdate(true); switch (UnityEngine.Random.Range(0, 5)) { case 1: t.SetEase(Ease.OutQuad); break; case 2: t.SetEase(Ease.OutCirc); break; case 3: t.SetEase(Ease.OutCubic); break; case 4: t.SetEase(Ease.OutExpo); break; case 5: t.SetEase(Ease.OutElastic); break; } t.OnComplete(delegate { ball.gameObject.SetActive(false); GameObject gameObject5 = UnityEngine.Object.Instantiate <GameObject>(M0x000_Role_Event.MAGE_S3011_1); gameObject5.transform.SetParent(one, false); HitData hitData31 = this.m_monRole.Build_PRBullet(3004u, 0.125f, SceneTFX.m_Bullet_Prefabs[1], this.ball_30111_pos, this.transform.rotation); hitData31.m_nDamage = 288; }); bool flag24 = j == this.m_cur_ball_30111.Count - 1; if (flag24) { this.m_cur_ball_30111.Clear(); } } } } } else { bool flag25 = this.m_monRole is M000P2 || this.m_monRole is ohterP2Warrior; if (flag25) { bool flag26 = id == 1; if (flag26) { Vector3 position5 = base.transform.position + base.transform.forward * 1.5f; HitData hitData7 = this.m_monRole.Build_PRBullet(2001u, 0.125f, SceneTFX.m_Bullet_Prefabs[3], position5, base.transform.rotation); hitData7.m_nDamage = 108; hitData7.m_Color_Main = Color.gray; hitData7.m_Color_Rim = Color.white; hitData7.m_nHurtFX = 2; } bool flag27 = id == 2; if (flag27) { Vector3 position6 = base.transform.position + base.transform.forward * 1.5f; HitData hitData8 = this.m_monRole.Build_PRBullet(2001u, 0.125f, SceneTFX.m_Bullet_Prefabs[3], position6, base.transform.rotation); hitData8.m_nDamage = 128; hitData8.m_Color_Main = Color.gray; hitData8.m_Color_Rim = Color.white; hitData8.m_nHurtFX = 2; } bool flag28 = id == 3; if (flag28) { Vector3 position7 = base.transform.position + base.transform.forward * 2.5f; HitData hitData9 = this.m_monRole.Build_PRBullet(2001u, 0.125f, SceneTFX.m_Bullet_Prefabs[4], position7, base.transform.rotation); hitData9.m_nDamage = 188; hitData9.m_Color_Main = Color.gray; hitData9.m_Color_Rim = Color.white; hitData9.m_nHurtFX = 2; hitData9.m_nHurtSP_type = 11; hitData9.m_nHurtSP_pow = 3; hitData9.m_nLastHit = 1; } bool flag29 = id == 4; if (flag29) { Vector3 position8 = base.transform.position; HitData hitData10 = this.m_monRole.Build_PRBullet(2003u, 0.125f, SceneTFX.m_Bullet_Prefabs[4], position8, base.transform.rotation); hitData10.m_nDamage = 88; hitData10.m_Color_Main = Color.red; hitData10.m_Color_Rim = Color.red; hitData10.m_nHurtFX = 3; } bool flag30 = id == 21; if (flag30) { Vector3 position9 = base.transform.position + base.transform.forward * 4f; HitData hitData11 = this.m_monRole.Build_PRBullet(2004u, 0.2f, SceneTFX.m_Bullet_Prefabs[6], position9, base.transform.rotation); hitData11.m_nDamage = 388; hitData11.m_Color_Main = Color.red; hitData11.m_Color_Rim = Color.red; hitData11.m_nHurtSP_type = 1; hitData11.m_nHurtSP_pow = 4; } bool flag31 = 13 == id; if (flag31) { bool flag32 = this.m_monRole.m_LockRole != null; if (flag32) { Vector3 position10 = base.transform.position + base.transform.forward * 0.5f; position10.y += 1.25f; HitData bullet = this.m_monRole.Build_PRBullet(2004u, 0f, M0x000_Role_Event.WARRIOR_B1, position10, base.transform.rotation); FollowBullet_Mgr.AddBullet(this.m_monRole.m_LockRole, bullet, 0.8f); } } bool flag33 = 141 == id; if (flag33) { Vector3 position11 = base.transform.position + base.transform.forward * 3f; HitData hitData12 = this.m_monRole.Build_PRBullet(2002u, 0.3f, SceneTFX.m_Bullet_Prefabs[4], position11, base.transform.rotation); hitData12.m_nDamage = 108; hitData12.m_Color_Main = Color.gray; hitData12.m_Color_Rim = Color.white; hitData12.m_nHurtFX = 2; } bool flag34 = 142 == id; if (flag34) { Vector3 position12 = base.transform.position + base.transform.forward * 6f; HitData hitData13 = this.m_monRole.Build_PRBullet(2002u, 0.3f, SceneTFX.m_Bullet_Prefabs[4], position12, base.transform.rotation); hitData13.m_nDamage = 88; hitData13.m_Color_Main = Color.gray; hitData13.m_Color_Rim = Color.white; hitData13.m_nHurtFX = 2; } bool flag35 = 143 == id; if (flag35) { Vector3 position13 = base.transform.position + base.transform.forward * 4f; HitData hitData14 = this.m_monRole.Build_PRBullet(2002u, 0.2f, SceneTFX.m_Bullet_Prefabs[6], position13, base.transform.rotation); hitData14.m_nDamage = 188; hitData14.m_Color_Main = Color.gray; hitData14.m_Color_Rim = Color.white; hitData14.m_nHurtFX = 2; hitData14.m_nHurtSP_type = 21; hitData14.m_nHurtSP_pow = 4; } bool flag36 = 2009 == id; if (flag36) { Vector3 position14 = base.transform.position + base.transform.forward * 3f; HitData hitData15 = this.m_monRole.Build_PRBullet(2009u, 0.2f, SceneTFX.m_Bullet_Prefabs[5], position14, base.transform.rotation); hitData15.m_nDamage = 88; hitData15.m_Color_Main = Color.red; hitData15.m_Color_Rim = Color.red; hitData15.m_nHurtSP_type = 11; hitData15.m_nHurtSP_pow = 4; hitData15.m_nHurtFX = 6; } bool flag37 = 2006 == id; if (flag37) { Vector3 position15 = base.transform.position + base.transform.forward * 3f; HitData hitData16 = this.m_monRole.Build_PRBullet(2006u, 0.2f, SceneTFX.m_Bullet_Prefabs[6], position15, base.transform.rotation); hitData16.m_nDamage = 88; hitData16.m_Color_Main = Color.red; hitData16.m_Color_Rim = Color.red; hitData16.m_nHurtSP_type = 11; hitData16.m_nHurtSP_pow = 4; hitData16.m_nHurtFX = 6; } bool flag38 = 2007 == id; if (flag38) { Vector3 position16 = base.transform.position + base.transform.forward * 1f; HitData hitData17 = this.m_monRole.Build_PRBullet(2007u, 0.3f, SceneTFX.m_Bullet_Prefabs[4], position16, base.transform.rotation); hitData17.m_nDamage = 88; hitData17.m_Color_Main = Color.red; hitData17.m_Color_Rim = Color.red; hitData17.m_nHurtSP_type = 11; hitData17.m_nHurtSP_pow = 10; hitData17.m_nHurtFX = 3; } } else { bool flag39 = this.m_monRole is M000P5 || this.m_monRole is ohterP5Assassin; if (flag39) { bool flag40 = id == 1; if (flag40) { Vector3 position17 = base.transform.position + base.transform.forward * 1.5f; position17.y += 1f; HitData hitData18 = this.m_monRole.Build_PRBullet(5001u, 0.125f, SceneTFX.m_Bullet_Prefabs[3], position17, base.transform.rotation); hitData18.m_Color_Main = Color.gray; hitData18.m_Color_Rim = Color.white; hitData18.m_nHurtFX = 2; } bool flag41 = id == 2; if (flag41) { Vector3 position18 = base.transform.position + base.transform.forward * 1.5f; position18.y += 1f; HitData hitData19 = this.m_monRole.Build_PRBullet(5001u, 0.125f, SceneTFX.m_Bullet_Prefabs[3], position18, base.transform.rotation); hitData19.m_Color_Main = Color.gray; hitData19.m_Color_Rim = Color.white; hitData19.m_nHurtSP_type = 1; hitData19.m_nHurtSP_pow = 2; hitData19.m_nHurtFX = 2; } bool flag42 = id == 3; if (flag42) { Vector3 position19 = base.transform.position + base.transform.forward * 2.5f; position19.y += 1f; HitData hitData20 = this.m_monRole.Build_PRBullet(5001u, 0.125f, SceneTFX.m_Bullet_Prefabs[4], position19, base.transform.rotation); hitData20.m_Color_Main = Color.gray; hitData20.m_Color_Rim = Color.white; hitData20.m_nHurtFX = 2; hitData20.m_nLastHit = 1; } bool flag43 = id == 50021; if (flag43) { Vector3 position20 = base.transform.position + base.transform.forward * 1.5f; position20.y += 1f; HitData hitData21 = this.m_monRole.Build_PRBullet(5002u, 0.125f, SceneTFX.m_Bullet_Prefabs[3], position20, base.transform.rotation); hitData21.m_nDamage = 58; hitData21.m_Color_Main = Color.gray; hitData21.m_Color_Rim = Color.white; hitData21.m_nHurtFX = 4; } bool flag44 = id == 50022; if (flag44) { Vector3 position21 = base.transform.position + base.transform.forward * 1.5f; position21.y += 1f; HitData hitData22 = this.m_monRole.Build_PRBullet(5002u, 0.125f, SceneTFX.m_Bullet_Prefabs[5], position21, base.transform.rotation); hitData22.m_nDamage = 138; hitData22.m_Color_Main = Color.gray; hitData22.m_Color_Rim = Color.white; hitData22.m_nHurtFX = 5; hitData22.m_nHurtSP_type = 11; hitData22.m_nHurtSP_pow = 3; hitData22.m_nLastHit = 1; } bool flag45 = id == 5; if (flag45) { Vector3 position22 = base.transform.position; position22.y += 1f; HitData hitData23 = this.m_monRole.Build_PRBullet(5003u, 0.125f, SceneTFX.m_Bullet_Prefabs[4], position22, base.transform.rotation); hitData23.m_nDamage = 57; hitData23.m_Color_Main = Color.blue; hitData23.m_Color_Rim = Color.cyan; hitData23.m_nHurtFX = 5; } bool flag46 = id == 50041; if (flag46) { Vector3 position23 = base.transform.position + base.transform.forward * 1.5f; position23.y += 1f; HitData hitData24 = this.m_monRole.Build_PRBullet(5004u, 0.125f, SceneTFX.m_Bullet_Prefabs[3], position23, base.transform.rotation); hitData24.m_Color_Main = Color.gray; hitData24.m_Color_Rim = Color.white; hitData24.m_nHurtFX = 4; } bool flag47 = id == 50042; if (flag47) { Vector3 position24 = base.transform.position + base.transform.forward * 1.5f; position24.y += 1f; HitData hitData25 = this.m_monRole.Build_PRBullet(5004u, 0.125f, SceneTFX.m_Bullet_Prefabs[3], position24, base.transform.rotation); hitData25.m_Color_Main = Color.gray; hitData25.m_Color_Rim = Color.white; hitData25.m_nLastHit = 1; hitData25.m_nHurtFX = 5; } bool flag48 = 131 == id; if (flag48) { bool flag49 = this.m_monRole.m_LockRole != null; if (flag49) { bool flag50 = (this.m_monRole.m_curModel.position - this.m_monRole.m_LockRole.m_curModel.position).magnitude < 4f; if (flag50) { this.m_monRole.m_curModel.position = this.m_monRole.m_LockRole.m_curModel.position - this.m_monRole.m_LockRole.m_curModel.forward * 4f; this.m_monRole.m_curModel.forward = this.m_monRole.m_LockRole.m_curModel.forward; } } } bool flag51 = 50071 == id; if (flag51) { Vector3 position25 = base.transform.position; HitData hitData26 = this.m_monRole.Build_PRBullet(5007u, 0.125f, SceneTFX.m_Bullet_Prefabs[3], position25, base.transform.rotation); hitData26.m_Color_Main = Color.gray; hitData26.m_Color_Rim = Color.white; hitData26.m_nHurtFX = 5; } bool flag52 = 50072 == id; if (flag52) { Vector3 position26 = base.transform.position; HitData hitData27 = this.m_monRole.Build_PRBullet(5007u, 0.125f, SceneTFX.m_Bullet_Prefabs[7], position26, base.transform.rotation); hitData27.m_Color_Main = Color.gray; hitData27.m_Color_Rim = Color.white; hitData27.m_nHurtFX = 1; } bool flag53 = 5006 == id; if (flag53) { Vector3 position27 = base.transform.position; HitData hitData28 = this.m_monRole.Build_PRBullet(5006u, 1f, SceneTFX.m_Bullet_Prefabs[3], position27, base.transform.rotation); hitData28.m_Color_Main = Color.gray; hitData28.m_Color_Rim = Color.white; hitData28.m_nHurtFX = 2; } bool flag54 = 5009 == id; if (flag54) { bool flag55 = this.m_monRole.m_LockRole != null; if (flag55) { this.m_monRole.TurnToRole(this.m_monRole.m_LockRole, false); } Vector3 position28 = base.transform.position; HitData hitData29 = this.m_monRole.Build_PRBullet(5009u, 1f, SceneTFX.m_Bullet_Prefabs[3], position28, base.transform.rotation); hitData29.m_Color_Main = Color.gray; hitData29.m_Color_Rim = Color.white; hitData29.m_nHurtFX = 2; } } else { bool flag56 = 1 == id; if (flag56) { Vector3 position29 = base.transform.position + base.transform.forward * 2f; position29.y += 1f; HitData hitData30 = this.m_monRole.BuildBullet(1u, 0.125f, SceneTFX.m_Bullet_Prefabs[1], position29, base.transform.rotation); bool flag57 = !this.m_monRole.isfake; if (flag57) { hitData30.m_nDamage = 0; } } } } } }
public void onBullet(int id) { if (m_monRole is M000P3 || m_monRole is ohterP3Mage) { if (id == 1) { Vector3 pos = transform.position + transform.forward * 0.5f; pos.y += 1.25f; GameObject bult = GameObject.Instantiate(MAGE_B1, pos, transform.rotation) as GameObject; bult.transform.SetParent(U3DAPI.FX_POOL_TF, false); Transform real_track = bult.transform.FindChild("t"); if (real_track != null) { HitData hd = m_monRole.Link_PRBullet(3001, 2f, bult, real_track); //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(3001); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(3001); hd.m_nDamage = 277; hd.m_aniTrack = real_track.GetComponent <Animator>(); real_track.gameObject.layer = EnumLayer.LM_BT_FIGHT; Transform real_fx = real_track.FindChild("f"); if (real_fx != null) { hd.m_aniFx = real_fx.GetComponent <Animator>(); } } } if (id == 2) { Vector3 pos = transform.position; pos.y += 1f + UnityEngine.Random.Range(0f, 1f); if (UnityEngine.Random.Range(0, 16) > 7) { pos += transform.right * (0.5f + UnityEngine.Random.Range(0f, 1f)); } else { pos -= transform.right * (0.5f + UnityEngine.Random.Range(0f, 1f)); } GameObject bult = GameObject.Instantiate(MAGE_B2, pos, transform.rotation) as GameObject; bult.transform.SetParent(U3DAPI.FX_POOL_TF, false); Transform real_track = bult.transform.FindChild("t"); if (real_track != null) { HitData hd = m_monRole.Link_PRBullet(3005, 2f, bult, real_track); hd.m_Color_Main = SkillModel.getskill_mcolor(3005); hd.m_Color_Rim = SkillModel.getskill_rcolor(3005); hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 1; hd.m_aniTrack = real_track.GetComponent <Animator>(); real_track.gameObject.layer = EnumLayer.LM_BT_FIGHT; Transform real_fx = real_track.FindChild("f"); if (real_fx != null) { hd.m_aniFx = real_fx.GetComponent <Animator>(); } } } if (id == 101) { Vector3 pos = transform.position; HitData hd = m_monRole.Build_PRBullet(3004, 0.125f, SceneTFX.m_Bullet_Prefabs[7], pos, transform.rotation); hd.m_nDamage = 288; //hd.m_Color_Main = Color.blue; hd.m_Color_Main = SkillModel.getskill_mcolor(3004); // hd.m_Color_Rim = Color.cyan; hd.m_Color_Rim = SkillModel.getskill_rcolor(3004); hd.m_nHurtFX = 1; hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 2; } if (3006 == id) { if (m_monRole.m_LockRole == null) { return; } Vector3 pos = m_monRole.m_LockRole.m_curModel.position; pos.z += UnityEngine.Random.Range(-2f, 2f); pos.x += UnityEngine.Random.Range(-2f, 2f); pos.y = pos.y + 8f; GameObject bult = GameObject.Instantiate(P3Mage_Event.MAGE_B6, pos, transform.rotation) as GameObject; bult.transform.SetParent(U3DAPI.FX_POOL_TF, false); Transform real_track = bult.transform.FindChild("t"); if (real_track != null) { HitData hd = m_monRole.Link_PRBullet(3006, 3.0f, bult, real_track); hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 1; //陨石要穿过角色直到地面爆开 hd.m_bOnlyHit = false; // hd.m_Color_Main = Color.blue; hd.m_Color_Main = SkillModel.getskill_mcolor(3006); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(3006); hd.m_aniTrack = real_track.GetComponent <Animator>(); real_track.gameObject.layer = EnumLayer.LM_BT_FIGHT; Transform real_fx = real_track.FindChild("f"); if (real_fx != null) { hd.m_aniFx = real_fx.GetComponent <Animator>(); } } } if (3002 == id) { cur_3002_num = 0; cur_3002_forward = transform.forward; cur_3002_pos = transform.position; CancelInvoke("skill_3002"); InvokeRepeating("skill_3002", 0, 0.2f); } if (3009 == id) { Vector3 pos = transform.position + transform.forward * 3.5f; HitData hd = m_monRole.Build_PRBullet(3009, 0.125f, SceneTFX.m_Bullet_Prefabs[7], pos, transform.rotation); hd.m_nDamage = 288; //hd.m_Color_Main = Color.white; hd.m_Color_Main = SkillModel.getskill_mcolor(3009); // hd.m_Color_Rim = new Color(0.02f, 0.73f, 0.92f, 0.51f); hd.m_Color_Rim = SkillModel.getskill_rcolor(3009); hd.m_nHurtSP_type = 31; hd.m_nHurtSP_pow = 2; } if (30071 == id) { Vector3 pos = transform.position + transform.forward * 7f; HitData hd = m_monRole.Build_PRBullet(3007, 3.5f, SceneTFX.m_Bullet_Prefabs[8], pos, transform.rotation); hd.m_nDamage = 0; //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(3007); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(3007); pos.y += 1f; hd.m_nHurtSP_pos = pos; hd.m_nHurtSP_type = 14; hd.m_nHurtSP_pow = 4; hd.m_hurtNum = 0; } if (30072 == id) { cur_3007_1_time = 0; CancelInvoke("skill_3007_1"); InvokeRepeating("skill_3007_1", 0, 0.4f); } if (30073 == id) { cur_3007_2_time = 0; CancelInvoke("skill_3007_2"); InvokeRepeating("skill_3007_2", 0, 0.4f); } if (30111 == id) { m_cur_ball_30111.Clear(); if (m_monRole == null) { return; } ball_30111_pos = m_monRole.m_LockRole.m_curModel.position; ball_30111_hight = m_monRole.m_LockRole.headOffset.y / 2; ball_3011_dis = Vector3.Distance(transform.position, m_monRole.m_LockRole.m_curModel.position); GameObject fx_inst = GameObject.Instantiate(MAGE_S3011, transform.position, transform.rotation) as GameObject; fx_inst.transform.SetParent(U3DAPI.FX_POOL_TF, false); for (int i = 1; i <= fx_inst.transform.FindChild("heiqiu").childCount; i++) { m_cur_ball_30111.Add(fx_inst.transform.FindChild("heiqiu/0" + i)); } GameObject.Destroy(fx_inst, 6); } if (30112 == id) { if (m_monRole.m_LockRole != null) { m_monRole.TurnToRole(m_monRole.m_LockRole, false); //m_cur_ball_30111.Clear(); //return; } if (m_cur_ball_30111.Count == 0) { return; } //float dis = Vector3.Distance(transform.position, m_linkProfessionRole.m_LockRole.m_curModel.position); //float high = m_linkProfessionRole.m_LockRole.headOffset.y / 2; for (int i = 0; i < m_cur_ball_30111.Count; i++) { Transform one = m_cur_ball_30111[i]; one.GetComponent <Animator>().enabled = false; Transform ball = one.FindChild("top/heiqiu (1)"); Vector3 pos_ball = ball.localPosition; ball.transform.DOLocalMove(pos_ball / 3, 0.35f).SetDelay(0.1f * (int)(i + 1) / 2); Tweener tween1 = one.transform.DOLocalMove(new Vector3(0, ball_30111_hight, ball_3011_dis), 0.35f + ball_3011_dis * 0.01f).SetDelay(0.1f * i); tween1.SetUpdate(true); int rang = UnityEngine.Random.Range(0, 5); switch (rang) { case 1: tween1.SetEase(Ease.OutQuad); break; case 2: tween1.SetEase(Ease.OutCirc); break; case 3: tween1.SetEase(Ease.OutCubic); break; case 4: tween1.SetEase(Ease.OutExpo); break; case 5: tween1.SetEase(Ease.OutElastic); break; } tween1.OnComplete(delegate() { ball.gameObject.SetActive(false); GameObject fx_inst = GameObject.Instantiate(MAGE_S3011_1) as GameObject; fx_inst.transform.SetParent(one, false); HitData hd = m_monRole.Build_PRBullet(3004, 0.125f, SceneTFX.m_Bullet_Prefabs[1], ball_30111_pos, transform.rotation); hd.m_nDamage = 288; }); if (i == m_cur_ball_30111.Count - 1) { m_cur_ball_30111.Clear(); } } } } else if (m_monRole is M000P2 || m_monRole is ohterP2Warrior) { if (id == 1) { Vector3 pos = transform.position + transform.forward * 1.5f; HitData hd = m_monRole.Build_PRBullet(2001, 0.125f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); hd.m_nDamage = 108; // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2001); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2001); hd.m_nHurtFX = 2; } if (id == 2) { Vector3 pos = transform.position + transform.forward * 1.5f; HitData hd = m_monRole.Build_PRBullet(2001, 0.125f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); hd.m_nDamage = 128; // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2001); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2001); hd.m_nHurtFX = 2; } if (id == 3) { Vector3 pos = transform.position + transform.forward * 2.5f; HitData hd = m_monRole.Build_PRBullet(2001, 0.125f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); hd.m_nDamage = 188; //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2001); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2001); //hd.m_nHurtSP_type = 1; //hd.m_nHurtSP_pow = 3; hd.m_nHurtFX = 2; hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 3; hd.m_nLastHit = 1; } if (id == 4) { Vector3 pos = transform.position;// +transform.forward * 1.5f; HitData hd = m_monRole.Build_PRBullet(2003, 0.125f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); hd.m_nDamage = 88; //hd.m_Color_Main = Color.red; hd.m_Color_Main = SkillModel.getskill_mcolor(2003); //hd.m_Color_Rim = Color.red; hd.m_Color_Rim = SkillModel.getskill_rcolor(2003); hd.m_nHurtFX = 3; } if (id == 21) { Vector3 pos = transform.position + transform.forward * 4f; HitData hd = m_monRole.Build_PRBullet(2004, 0.2f, SceneTFX.m_Bullet_Prefabs[6], pos, transform.rotation); hd.m_nDamage = 388; //hd.m_Color_Main = Color.red; hd.m_Color_Main = SkillModel.getskill_mcolor(2004); // hd.m_Color_Rim = Color.red; hd.m_Color_Rim = SkillModel.getskill_rcolor(2004); hd.m_nHurtSP_type = 1; hd.m_nHurtSP_pow = 4; } if (13 == id) { if (m_monRole.m_LockRole != null) { Vector3 pos = transform.position + transform.forward * 0.5f; pos.y += 1.25f; HitData hd = m_monRole.Build_PRBullet(2004, 0f, WARRIOR_B1, pos, transform.rotation); FollowBullet_Mgr.AddBullet(m_monRole.m_LockRole, hd, 0.8f); } } if (141 == id) { Vector3 pos = transform.position + transform.forward * 3.0f; HitData hd = m_monRole.Build_PRBullet(2002, 0.3f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); hd.m_nDamage = 108; //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2002); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2002); hd.m_nHurtFX = 2; } if (142 == id) { Vector3 pos = transform.position + transform.forward * 6.0f; HitData hd = m_monRole.Build_PRBullet(2002, 0.3f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); hd.m_nDamage = 88; //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2002); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2002); hd.m_nHurtFX = 2; } if (143 == id) { Vector3 pos = transform.position + transform.forward * 4.0f; HitData hd = m_monRole.Build_PRBullet(2002, 0.2f, SceneTFX.m_Bullet_Prefabs[6], pos, transform.rotation); hd.m_nDamage = 188; // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2002); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2002); hd.m_nHurtFX = 2; //有拉到Cast面前的效果 hd.m_nHurtSP_type = 21; hd.m_nHurtSP_pow = 4; } if (2009 == id) { Vector3 pos = transform.position + transform.forward * 3f; HitData hd = m_monRole.Build_PRBullet(2009, 0.2f, SceneTFX.m_Bullet_Prefabs[5], pos, transform.rotation); hd.m_nDamage = 88; // hd.m_Color_Main = Color.red; hd.m_Color_Main = SkillModel.getskill_mcolor(2009); // hd.m_Color_Rim = Color.red; hd.m_Color_Rim = SkillModel.getskill_rcolor(2009); hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 4; hd.m_nHurtFX = 6; } if (2006 == id) { Vector3 pos = transform.position /* + transform.forward * 3f*/; HitData hd = m_monRole.Build_PRBullet(2006, 0.2f, SceneTFX.m_Bullet_Prefabs[6], pos, transform.rotation); hd.m_nDamage = 88; // hd.m_Color_Main = Color.red; hd.m_Color_Main = SkillModel.getskill_mcolor(2006); //hd.m_Color_Rim = Color.red; hd.m_Color_Rim = SkillModel.getskill_rcolor(2006); hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 4; hd.m_nHurtFX = 6; } if (2007 == id) { Vector3 pos = transform.position + transform.forward * 1f; HitData hd = m_monRole.Build_PRBullet(2007, 0.3f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); hd.m_nDamage = 88; // hd.m_Color_Main = Color.red; hd.m_Color_Main = SkillModel.getskill_mcolor(2007); //hd.m_Color_Rim = Color.red; hd.m_Color_Rim = SkillModel.getskill_rcolor(2007); hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 10; hd.m_nHurtFX = 3; } } else if (m_monRole is M000P5 || m_monRole is ohterP5Assassin) { if (id == 1) { Vector3 pos = transform.position + transform.forward * 1.5f; pos.y += 1f; HitData hd = m_monRole.Build_PRBullet(5001, 0.125f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5001); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5001); hd.m_nHurtFX = 2; } if (id == 2) { Vector3 pos = transform.position + transform.forward * 1.5f; pos.y += 1f; HitData hd = m_monRole.Build_PRBullet(5001, 0.125f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5001); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5001); hd.m_nHurtSP_type = 1; hd.m_nHurtSP_pow = 2; hd.m_nHurtFX = 2; } if (id == 3) { Vector3 pos = transform.position + transform.forward * 2.5f; pos.y += 1f; HitData hd = m_monRole.Build_PRBullet(5001, 0.125f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5001); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5001); hd.m_nHurtFX = 2; hd.m_nLastHit = 1; } //刺客的疾风连刺 if (id == 50021) { Vector3 pos = transform.position + transform.forward * 1.5f; pos.y += 1f; HitData hd = m_monRole.Build_PRBullet(5002, 0.125f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); hd.m_nDamage = 58; // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5002); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5002); hd.m_nHurtFX = 4; } //刺客的疾风连刺 if (id == 50022) { Vector3 pos = transform.position + transform.forward * 1.5f; pos.y += 1f; HitData hd = m_monRole.Build_PRBullet(5002, 0.125f, SceneTFX.m_Bullet_Prefabs[5], pos, transform.rotation); hd.m_nDamage = 138; //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5002); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5002); hd.m_nHurtFX = 5; hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 3; hd.m_nLastHit = 1; } //刺客的疾风乱舞 if (id == 5) { Vector3 pos = transform.position; pos.y += 1f; HitData hd = m_monRole.Build_PRBullet(5003, 0.125f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); hd.m_nDamage = 57; // hd.m_Color_Main = Color.blue; hd.m_Color_Main = SkillModel.getskill_mcolor(5003); // hd.m_Color_Rim = Color.cyan; hd.m_Color_Rim = SkillModel.getskill_rcolor(5003); hd.m_nHurtFX = 5; } //(影袭) if (id == 50041) { Vector3 pos = transform.position + transform.forward * 1.5f; pos.y += 1f; HitData hd = m_monRole.Build_PRBullet(5004, 0.125f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5004); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5004); hd.m_nHurtFX = 4; } //(影袭) if (id == 50042) { Vector3 pos = transform.position + transform.forward * 1.5f; pos.y += 1f; HitData hd = m_monRole.Build_PRBullet(5004, 0.125f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5004); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5004); hd.m_nLastHit = 1; hd.m_nHurtFX = 5; } //特殊处理瞬移到敌人身后(影袭) if (131 == id) { if (m_monRole.m_LockRole != null) { Vector3 dis_pos = m_monRole.m_curModel.position - m_monRole.m_LockRole.m_curModel.position; if (dis_pos.magnitude < 4f) { m_monRole.m_curModel.position = m_monRole.m_LockRole.m_curModel.position - m_monRole.m_LockRole.m_curModel.forward * 4f; m_monRole.m_curModel.forward = m_monRole.m_LockRole.m_curModel.forward; } } //m_monRole.m_curModel.position = hd.m_CastRole.m_curModel.position + hd.m_CastRole.m_curModel.forward * 2f; } //幻影杀阵 if (50071 == id) { Vector3 pos = transform.position; //pos.y += 1f; HitData hd = m_monRole.Build_PRBullet(5007, 0.125f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5007); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5007); hd.m_nHurtFX = 5; } if (50072 == id) { Vector3 pos = transform.position; //pos.y += 1f; HitData hd = m_monRole.Build_PRBullet(5007, 0.125f, SceneTFX.m_Bullet_Prefabs[7], pos, transform.rotation); //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5007); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5007); hd.m_nHurtFX = 1; } if (5006 == id) { Vector3 pos = transform.position; HitData hd = m_monRole.Build_PRBullet(5006, 1.0f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5006); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5006); hd.m_nHurtFX = 2; } if (5009 == id) { if (m_monRole.m_LockRole != null) {//闪现过去后朝向目标 m_monRole.TurnToRole(m_monRole.m_LockRole, false); } Vector3 pos = transform.position; HitData hd = m_monRole.Build_PRBullet(5009, 1.0f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(5009); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(5009); hd.m_nHurtFX = 2; } } else { if (1 == id) { //普通攻击技能 Vector3 pos = transform.position + transform.forward * 2f; pos.y += 1f; HitData hd = m_monRole.BuildBullet(1, 0.125f, SceneTFX.m_Bullet_Prefabs[1], pos, transform.rotation); if (!m_monRole.isfake) { hd.m_nDamage = 0; } } } }
public void onBullet(int id) { if (m_linkProfessionRole.getShowSkillEff() == 2) { return; } //战士普通三段攻击 if (id == 1) { Vector3 pos = transform.position + transform.forward * 1.5f; HitData hd = m_linkProfessionRole.Build_PRBullet(2001, 0.125f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); hd.m_nDamage = 108; // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2001); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2001); hd.m_nHurtFX = 2; } if (id == 2) { Vector3 pos = transform.position + transform.forward * 1.5f; HitData hd = m_linkProfessionRole.Build_PRBullet(2001, 0.125f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); hd.m_nDamage = 128; // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2001); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2001); hd.m_nHurtFX = 2; } if (id == 3) { Vector3 pos = transform.position + transform.forward * 2.5f; HitData hd = m_linkProfessionRole.Build_PRBullet(2001, 0.125f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); hd.m_nDamage = 188; //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2001); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2001); //hd.m_nHurtSP_type = 1; //hd.m_nHurtSP_pow = 3; hd.m_nHurtFX = 2; hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 3; hd.m_nLastHit = 1; } //战士的旋风斩(飓风) if (id == 4) { Vector3 pos = transform.position;// +transform.forward * 1.5f; HitData hd = m_linkProfessionRole.Build_PRBullet(2003, 0.125f, SceneTFX.m_Bullet_Prefabs[5], pos, transform.rotation); hd.m_nDamage = 88; //hd.m_Color_Main = Color.red; hd.m_Color_Main = SkillModel.getskill_mcolor(2003); // hd.m_Color_Rim = Color.red; hd.m_Color_Rim = SkillModel.getskill_rcolor(2003); hd.m_nHurtFX = 3; } //战士的纵砍(力劈) if (id == 21) { Vector3 pos = transform.position + transform.forward * 4f; HitData hd = m_linkProfessionRole.Build_PRBullet(2004, 0.2f, SceneTFX.m_Bullet_Prefabs[6], pos, transform.rotation); hd.m_nDamage = 388; // hd.m_Color_Main = Color.red; hd.m_Color_Main = SkillModel.getskill_mcolor(2004); // hd.m_Color_Rim = Color.red; hd.m_Color_Rim = SkillModel.getskill_rcolor(2004); hd.m_nHurtSP_type = 1; hd.m_nHurtSP_pow = 4; } //加入战士的丢斧头的技能(这是跟踪弹类的技能) if (13 == id) { if (m_linkProfessionRole.m_LockRole != null) { Vector3 pos = transform.position + transform.forward * 0.5f; pos.y += 1.25f; HitData hd = m_linkProfessionRole.Build_PRBullet(2004, 0f, WARRIOR_B1, pos, transform.rotation); FollowBullet_Mgr.AddBullet(m_linkProfessionRole.m_LockRole, hd, 0.8f); } } //战士的回锋技能,会将怪拉来 if (141 == id) { Vector3 pos = transform.position + transform.forward * 3.0f; HitData hd = m_linkProfessionRole.Build_PRBullet(2002, 0.3f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); hd.m_nDamage = 108; // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2002); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2002); hd.m_nHurtFX = 2; } if (142 == id) { Vector3 pos = transform.position + transform.forward * 6.0f; HitData hd = m_linkProfessionRole.Build_PRBullet(2002, 0.3f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); hd.m_nDamage = 88; // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2002); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2002); hd.m_nHurtFX = 2; } if (143 == id) { Vector3 pos = transform.position + transform.forward * 4.0f; HitData hd = m_linkProfessionRole.Build_PRBullet(2002, 0.2f, SceneTFX.m_Bullet_Prefabs[6], pos, transform.rotation); hd.m_nDamage = 188; //hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(2002); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(2002); hd.m_nHurtFX = 2; //有拉到Cast面前的效果 hd.m_nHurtSP_type = 21; hd.m_nHurtSP_pow = 4; } if (2009 == id) { Vector3 pos = transform.position + transform.forward * 3f; HitData hd = m_linkProfessionRole.Build_PRBullet(2009, 0.2f, SceneTFX.m_Bullet_Prefabs[5], pos, transform.rotation); hd.m_nDamage = 88; //hd.m_Color_Main = Color.red; hd.m_Color_Main = SkillModel.getskill_mcolor(2009); // hd.m_Color_Rim = Color.red; hd.m_Color_Rim = SkillModel.getskill_rcolor(2009); hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 4; hd.m_nHurtFX = 6; } if (2006 == id) { Vector3 pos = transform.position /* + transform.forward * 3f*/; HitData hd = m_linkProfessionRole.Build_PRBullet(2006, 0.2f, SceneTFX.m_Bullet_Prefabs[6], pos, transform.rotation); hd.m_nDamage = 88; // hd.m_Color_Main = Color.red; hd.m_Color_Main = SkillModel.getskill_mcolor(2006); //hd.m_Color_Rim = Color.red; hd.m_Color_Rim = SkillModel.getskill_rcolor(2006); hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 4; hd.m_nHurtFX = 6; } if (2007 == id) { Vector3 pos = transform.position + transform.forward * 1f; HitData hd = m_linkProfessionRole.Build_PRBullet(2007, 0.3f, SceneTFX.m_Bullet_Prefabs[4], pos, transform.rotation); hd.m_nDamage = 88; // hd.m_Color_Main = Color.red; hd.m_Color_Main = SkillModel.getskill_mcolor(2007); //hd.m_Color_Rim = Color.red; hd.m_Color_Rim = SkillModel.getskill_rcolor(2007); hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 10; hd.m_nHurtFX = 3; } }