예제 #1
0
        //进入施法吟诵状态
        public override void OnEnterSing()
        {
            base.OnEnterSing();//Ientity 中
            SkillManagerConfig skillconfig = ConfigReader.GetSkillManagerCfg(EntitySkillID);

            ProgressBarInterface.startProgressBar(skillconfig.yTime);//进度条
        }
예제 #2
0
        public override void OnEnterSing()
        {
            base.OnEnterSing();
            SkillManagerConfig skillconfig = ConfigReader.GetSkillManagerCfg(EntitySkillID);

            //Debug.Log("EntitySkillId:" + EntitySkillID + "skillConfig.yTime" + skillconfig.yTime);
            ProgressBarInterface.startProgressBar(skillconfig.yTime);
        }
예제 #3
0
        //播放特效
        void PlayFinishVedio(UInt64 ObjID)
        {
            BlGame.AudioManager.Instance.StopHeroAudio();
            GameTimeData.Instance.EndCountTime();
            ProgressBarInterface.hideProgressBar();
            //UIPlay.OpenUIPlay(false);
            //if (UIDeathInterface.Instance != null)
            //{
            //    GameObject.DestroyImmediate(UIDeathInterface.Instance.gameObject);
            //}
            DeathCtrl.Instance.Exit();
            Iselfplayer player = PlayerManager.Instance.LocalPlayer;

            if (player != null)
            {
                player.RemoveRuinWarning();
            }

            GameMethod.CreateWindow(GameConstDefine.GameOverBoxPath, Vector3.zero, GameMethod.GetUiCamera.transform);
            if (Camera.main != null && Camera.main.gameObject != null)
            {
                Camera.main.gameObject.AddComponent <BaseDaBomb>();
            }
            GameMethod.GetMainCamera.target  = null;
            GameMethod.GetMainCamera.enabled = false;

            //ToReview wincamp没用上
            UInt64 sGUID;

            sGUID = ObjID;
            Ientity entity = EntityManager.Instance.GetEntity(sGUID);

            for (int i = EntityManager.AllEntitys.Count - 1; i >= 0; i--)
            {
                var item = EntityManager.AllEntitys.ElementAt(i);
                if (item.Value.RealEntity != null)
                {
                    item.Value.RealEntity.PlayerFreeAnimation();
                    item.Value.RealEntity.SyncEntity = null;
                    item.Value.RealEntity.enabled    = false;
                }
                if (item.Value.entityType == EntityType.Player || item.Value.entityType == EntityType.Building)
                {
                    continue;
                }
                EntityManager.AllEntitys.Remove(item.Key);
            }

            if (entity != null)
            {
                BaseDaBomb.Instance.SetBaseBomb(true, entity, GameUserModel.Instance.GameMapID);    //ToReview int->uint
            }

            AltarData.Instance.DelAllAltar();
            BattleingData.Instance.ClearAllGoods();
            BattleingData.Instance.ClearAllBattleData();
        }
예제 #4
0
 //
 public override void OnEntityReleaseSkill()
 {
     if (EntitySkillID == 250101)//回城技能
     {
         Debug.Log("回城技能");
         ProgressBarInterface.startProgressBar(ProgressBarInterface.BarType.BarSkill);
     }
     else
     {
         bPlaySkill = true;
         base.OnEntityReleaseSkill();
         //
     }
     //GameMethod.DebugError("player attack");
     //
 }
예제 #5
0
 void Awake()
 {
     Instance = this;
 }
예제 #6
0
 public override void OnEntityLeadSkill()
 {
     base.OnEntityLeadSkill();
     ProgressBarInterface.startProgressBar(ProgressBarInterface.BarType.BarSkill, EntitySkillID);
 }
예제 #7
0
 public override void OnExitSing()
 {
     base.OnExitSing();
     ProgressBarInterface.hideProgressBar();
 }
예제 #8
0
 //退出施法吟诵状态
 public override void OnExitSing()
 {
     base.OnExitSing();                      //基类中主要就是销毁特效,停止声音
     ProgressBarInterface.hideProgressBar(); //隐藏进度条
 }