public static SkillNode createNode(Type nodeType) { SkillNode n = null; switch (nodeType) { case SkillNode.Type.Action: n = new SkillAction(); break; case SkillNode.Type.Anim: n = new SkillAnim(); break; case SkillNode.Type.Harm: n = new SkillHarm(); break; case SkillNode.Type.Bullet: n = new SkillBullet(); break; case SkillNode.Type.Buff: n = new SkillBuff(); break; case SkillNode.Type.Event: n = new SkillEvent(); break; case SkillNode.Type.Move: n = new SkillMove(); break; case SkillNode.Type.Lua: n = new SkillLua(); break; default: Debug.LogError("unsurpport skillnode type:" + nodeType); return(null); } return(n); }
//获取相机动画列表 private void GetCameraAnimList(SkillCameraData cameraData) { m_skillAnim.Clear(); if (cameraData._ShakeAnimName.Length == 1 && cameraData._ShakeAnimName[0] == "0") { return; } SkillAnim anim = new SkillAnim(); for (int i = 0; i < cameraData._ShakeStartTime.Length; i++) { anim.PlayTime = cameraData._ShakeStartTime[i] * 0.001f; anim.AnimClipName = cameraData._ShakeAnimName[i]; anim.IsPlayed = false; m_skillAnim.Add(anim); } }
void animProcess(SkillAnim n) { mUnit.anim.sendEvent(AnimPlugin.PlayAnim, n.anim); }