public void onBullet_3003(Vector3 pos, Quaternion rotation) { //冰雹术 pos.z += UnityEngine.Random.Range(-3f, 3f); pos.x += UnityEngine.Random.Range(-3f, 3f); pos.y = 16f + pos.y; GameObject bult = GameObject.Instantiate(P3Mage_Event.MAGE_B3, pos, rotation) as GameObject; bult.transform.SetParent(U3DAPI.FX_POOL_TF, false); Transform real_track = bult.transform.FindChild("t"); if (real_track != null) { HitData hd = Link_PRBullet(3003, 2f, bult, real_track); hd.m_nHurtSP_type = 11; hd.m_nHurtSP_pow = 1; hd.m_nDamage = 177; //hd.m_Color_Main = Color.blue; hd.m_Color_Main = SkillModel.getskill_mcolor(3003); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(3003); 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>(); } } }
void skill_3002() { cur_3002_num++; Vector3 pos = cur_3002_pos + cur_3002_forward * 2f * cur_3002_num; float x = UnityEngine.Random.Range(0f, 1f); float z = UnityEngine.Random.Range(0f, 1f); pos.x = pos.x + x; pos.z = pos.z + z; GameObject fx_inst = GameObject.Instantiate(MAGE_S3002, pos, transform.rotation) as GameObject; fx_inst.transform.SetParent(U3DAPI.FX_POOL_TF, false); Destroy(fx_inst, 0.5f); HitData hd = m_monRole.Build_PRBullet(3002, 1.0f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); hd.m_nDamage = 1088; // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(3002); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(3002); hd.m_nHurtFX = 1; if (cur_3002_num >= 6) { CancelInvoke("skill_3002"); } }
void skill_3007_1() { cur_3007_1_time++; Vector3 pos = transform.position + transform.forward * 2f; HitData hd = m_monRole.Build_PRBullet(3007, 0.3f, SceneTFX.m_Bullet_Prefabs[6], pos, transform.rotation); hd.m_nDamage = 88; // 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); //hd.m_nHurtSP_type = 13; //hd.m_nHurtSP_pow = 4; if (cur_3007_1_time >= 5) { CancelInvoke("skill_3007_1"); } }
void skill_3002() { cur_3002_num++; Vector3 pos = cur_3002_pos + cur_3002_forward * 2f * cur_3002_num; float x = UnityEngine.Random.Range(0f, 1f); float z = UnityEngine.Random.Range(0f, 1f); pos.x = pos.x + x; pos.z = pos.z + z; GameObject fx_inst = GameObject.Instantiate(MAGE_S3002, pos, transform.rotation) as GameObject; if (SceneCamera.m_nSkillEff_Level > 1) {//隐藏部分特效 Transform hide = fx_inst.transform.FindChild("hide"); if (hide != null) { hide.gameObject.SetActive(false); } } fx_inst.transform.SetParent(U3DAPI.FX_POOL_TF, false); Destroy(fx_inst, 1.5f); HitData hd = m_linkProfessionRole.Build_PRBullet(3002, 1.0f, SceneTFX.m_Bullet_Prefabs[3], pos, transform.rotation); hd.m_nDamage = 1088; // hd.m_Color_Main = Color.gray; hd.m_Color_Main = SkillModel.getskill_mcolor(3002); //hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(3002); hd.m_nHurtFX = 1; if (cur_3002_num >= 6) { CancelInvoke("skill_3002"); } }
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; } } } }
//加入碰撞点 public void onBullet(int id) { if (m_linkProfessionRole.getShowSkillEff() == 2) { return; } //法师的陨石术 if (3006 == id) { if (m_linkProfessionRole.m_LockRole == null) { return; } Vector3 pos = m_linkProfessionRole.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_linkProfessionRole.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.red; 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>(); } } } //三火球术 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_linkProfessionRole.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>(); } } } //法师雷电术 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 (m_linkProfessionRole.m_LockRole != null) //{ // if (m_linkProfessionRole.m_LockRole.isDead) // { // return; // } // float dis = Vector3.Distance(transform.position, m_linkProfessionRole.m_LockRole.m_curModel.position); // float angle = Vector3.Angle(transform.position, m_linkProfessionRole.m_LockRole.m_curModel.position); // Vector3 forward = m_linkProfessionRole.m_LockRole.m_curModel.position - transform.position; // Quaternion qua = Quaternion.LookRotation(forward); // float rate = dis / 3.2f; // GameObject s3002; // if (UnityEngine.Random.Range(0f, 1f) > 0.5f) // s3002 = MAGE_S3002; // else // s3002 = MAGE_S3002_2; // HitData hd = m_linkProfessionRole.Build_PRBullet(3002, 2.0f, s3002, pos, qua); // hd.m_hdRootObj.transform.localScale = new Vector3(1, 1, rate); // hd.m_nDamage = 1088; // hd.m_Color_Main = Color.gray; // hd.m_Color_Rim = Color.white; // hd.m_nHurtFX = 1; // //雷电指定攻击目标必中 // if (m_linkProfessionRole.m_LockRole is MonsterRole) // m_linkProfessionRole.m_LockRole.m_curPhy.GetComponent<MonHurtPoint>().OnTriggerEnter(hd.m_hdRootObj.GetComponent<BoxCollider>()); // else if (m_linkProfessionRole.m_LockRole.m_isMain) // m_linkProfessionRole.m_LockRole.m_curPhy.GetComponent<SelfHurtPoint>().OnTriggerEnter(hd.m_hdRootObj.GetComponent<BoxCollider>()); // else // m_linkProfessionRole.m_LockRole.m_curPhy.GetComponent<OtherHurtPoint>().OnTriggerEnter(hd.m_hdRootObj.GetComponent<BoxCollider>()); //} } if (3011 == id) { if (m_linkProfessionRole == null) { return; } if (m_linkProfessionRole.m_LockRole == null || m_linkProfessionRole.m_LockRole.m_curModel == null) { return; } Vector3 ball_30111_pos_start = transform.position; ball_30111_pos_start.y = ball_30111_pos_start.y + m_linkProfessionRole.headOffset.y / 2; Vector3 ball_30111_pos = m_linkProfessionRole.m_LockRole.m_curModel.position; float ball_30111_hight = ball_30111_pos.y + m_linkProfessionRole.m_LockRole.headOffset.y / 2; float ball_3011_dis = Vector3.Distance(transform.position, m_linkProfessionRole.m_LockRole.m_curModel.position); m_linkProfessionRole.TurnToRole(m_linkProfessionRole.m_LockRole, false); for (int i = 0; i < 6; i++) { float pos_x = UnityEngine.Random.Range(-1, 1); float pos_y = UnityEngine.Random.Range(-0.5f, 1); float pos_z = UnityEngine.Random.Range(-1, 1); GameObject fx_inst = GameObject.Instantiate(MAGE_S3011, new Vector3(ball_30111_pos_start.x + pos_x, ball_30111_pos_start.y + pos_y, ball_30111_pos_start.z + pos_z), transform.rotation) as GameObject; fx_inst.transform.SetParent(U3DAPI.FX_POOL_TF, false); Destroy(fx_inst, 4); Transform ball = fx_inst.transform; float time = 0.35f + ball_3011_dis * 0.01f; if (time > 3) { time = 3; } Tweener tween1 = ball.DOLocalMove(new Vector3(ball_30111_pos.x, ball_30111_hight, ball_30111_pos.z), time).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_end = GameObject.Instantiate(MAGE_S3011_1) as GameObject; fx_inst_end.transform.SetParent(U3DAPI.FX_POOL_TF, false); fx_inst_end.transform.localPosition = ball.transform.localPosition; Destroy(fx_inst_end, 2f); Destroy(fx_inst, 1); HitData hd = m_linkProfessionRole.Build_PRBullet(3004, 0.125f, SceneTFX.m_Bullet_Prefabs[1], new Vector3(ball_30111_pos.x, ball_30111_hight, ball_30111_pos.z), transform.rotation); hd.m_nDamage = 288; hd.m_Color_Main = SkillModel.getskill_mcolor(3004); hd.m_Color_Rim = SkillModel.getskill_rcolor(3004); //hd.m_Color_Main = Color.blue; //hd.m_Color_Rim = Color.cyan; //hd.m_nHurtFX = 1; //hd.m_nHurtSP_type = 11; //hd.m_nHurtSP_pow = 2; }); } } if (m_linkProfessionRole.getShowSkillEff() == 2) { return; } //debug.Log("法师的攻击记录点 id = " + id); if (id == 300111 || id == 300112 || id == 300121 || id == 300122 || id == 30013) { float dis = 1; int type = 1; switch (id) { case 300111: dis = 2; type = 4; break; case 300112: dis = 8; type = 4; break; case 300121: dis = 2; type = 5; break; case 300122: dis = 8; type = 5; break; case 30013: dis = 3; type = 7; break; } Vector3 pos = transform.position + transform.forward * dis; HitData hd = m_linkProfessionRole.Build_PRBullet(3001, 0.125f, SceneTFX.m_Bullet_Prefabs[type], pos, transform.rotation); hd.m_nDamage = 288; hd.m_nHurtFX = 8; // hd.m_Color_Main = Color.blue; hd.m_Color_Main = SkillModel.getskill_mcolor(3001); // hd.m_Color_Rim = Color.white; hd.m_Color_Rim = SkillModel.getskill_rcolor(3001); } //3号打一片的技能 if (id == 101) { Vector3 pos = transform.position; HitData hd = m_linkProfessionRole.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; } //法师冰封 if (3009 == id) { Vector3 pos = transform.position + transform.forward * 3.5f; HitData hd = m_linkProfessionRole.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 * 3.5f; HitData hd = m_linkProfessionRole.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); } }
//加入碰撞点 public void onBullet(int id) { if (m_linkProfessionRole.getShowSkillEff() == 2) { return; } //刺客的三段攻击 if (id == 1) { Vector3 pos = transform.position + transform.forward * 1.5f; pos.y += 1f; HitData hd = m_linkProfessionRole.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_linkProfessionRole.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_linkProfessionRole.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_linkProfessionRole.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_linkProfessionRole.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_linkProfessionRole.Build_PRBullet(5003, 0.125f, SceneTFX.m_Bullet_Prefabs[5], 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_linkProfessionRole.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_linkProfessionRole.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_linkProfessionRole.m_LockRole != null) { Vector3 dis_pos = m_linkProfessionRole.m_curModel.position - m_linkProfessionRole.m_LockRole.m_curModel.position; if (dis_pos.magnitude < 4f) { m_linkProfessionRole.m_curModel.position = m_linkProfessionRole.m_LockRole.m_curModel.position - m_linkProfessionRole.m_LockRole.m_curModel.forward * 4f; m_linkProfessionRole.m_curModel.forward = m_linkProfessionRole.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_linkProfessionRole.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_linkProfessionRole.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_linkProfessionRole.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_linkProfessionRole.m_LockRole != null) {//闪现过去后朝向目标 m_linkProfessionRole.TurnToRole(m_linkProfessionRole.m_LockRole, true); } Vector3 pos = transform.position; HitData hd = m_linkProfessionRole.Build_PRBullet(5009, 0.125f, SceneTFX.m_Bullet_Prefabs[7], 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; } }
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; } }