void playSkillVoice()
    {
        if (_playerTagIndex == 0)
        {
            switch (slotIndex)
            {
            case 0:
                ++GameDataManager.instance.playData[SkillSlot.S1];
                break;

            case 1:
                ++GameDataManager.instance.playData[SkillSlot.S2];
                break;

            case 2:
                ++GameDataManager.instance.playData[SkillSlot.S3];
                break;
            }
        }
        else if (_playerTagIndex == 1)
        {
            switch (slotIndex)
            {
            case 0:
                ++GameDataManager.instance.playSubData[SkillSlot.S1];
                break;

            case 1:
                ++GameDataManager.instance.playSubData[SkillSlot.S2];
                break;

            case 2:
                ++GameDataManager.instance.playSubData[SkillSlot.S3];
                break;
            }
        }

        switch (_player.playerData.characterId)
        {
        case Character.ID.LEO:
            SoundData.playVoice("L" + skillSlot.skillData.baseId);
            break;

        case Character.ID.KILEY:
            SoundData.playVoice("K" + skillSlot.skillData.baseId);
            break;

        case Character.ID.CHLOE:
            SoundData.playVoice("C" + skillSlot.skillData.baseId);
            break;

        case Character.ID.LUKE:
            SoundData.playVoice("LK" + skillSlot.skillData.baseId);
            break;
        }
    }
예제 #2
0
    public void createUnit()
    {
                #if UNITY_EDITOR
//		if(BattleSimulator.nowSimulation == false) Log.log("createUnit : " + slotIndex);
                #endif

        spHpBar.cachedGameObject.SetActive(true);
        spHpBar.fillAmount = 1.0f;
        spHpBar.spriteName = NORMAL_GAUGE_COLOR;
        tfUseSp.enabled    = false;

        if (unitSlot.activeSkillData != null)
        {
            goActiveSkillContainer.SetActive(true);
            spFeverBackground.enabled = false;
            spFeverTouch.enabled      = false;
        }
        else
        {
            goActiveSkillContainer.SetActive(false);
        }

        unitSlot.coolTime         = unitSlot.maxCoolTime;
        _state                    = STATE_COOLTIME;
        unitSlot.activeSkillState = STATE_ACTIVE_SKILL_COOLTIME;

        //_player.state = Character.SHOOT;

        _v    = _player.cTransformPosition;
        _v.x += 100.0f;
        _v.y  = 1.0f;

        ++summonPosIndex;
        if (summonPosIndex >= 12)
        {
            summonPosIndex = 0;
        }

        _v.z = MapManager.summonBottom + MapManager.mapSummonHeight * summonPos[summonPosIndex] / 11.0f;

        if (_v.x + 10.0f > GameManager.me.characterManager.monsterLeftLine)
        {
            _v.x = GameManager.me.characterManager.monsterLeftLine - 100.0f;
        }
        if (_v.x <= StageManager.mapStartPosX)
        {
            _v.x = StageManager.mapStartPosX + 50.0f;
        }

#if UNITY_EDITOR
        if (UnitSkillCamMaker.instance.useUnitSkillCamMaker)
        {
            _v.x = 0.0f; _v.y = 1.0f; _v.z = 0.0f;
        }
#endif


        if (slotIndex >= 10)
        {
            switch (slotIndex % 10)
            {
            case 0:
                ++GameDataManager.instance.playSubData[UnitSlot.U1];
                break;

            case 1:
                ++GameDataManager.instance.playSubData[UnitSlot.U2];
                break;

            case 2:
                ++GameDataManager.instance.playSubData[UnitSlot.U3];
                break;

            case 3:
                ++GameDataManager.instance.playSubData[UnitSlot.U4];
                break;

            case 4:
                ++GameDataManager.instance.playSubData[UnitSlot.U5];
                break;
            }
        }
        else
        {
            switch (slotIndex % 10)
            {
            case 0:
                ++GameDataManager.instance.playData[UnitSlot.U1];
                break;

            case 1:
                ++GameDataManager.instance.playData[UnitSlot.U2];
                break;

            case 2:
                ++GameDataManager.instance.playData[UnitSlot.U3];
                break;

            case 3:
                ++GameDataManager.instance.playData[UnitSlot.U4];
                break;

            case 4:
                ++GameDataManager.instance.playData[UnitSlot.U5];
                break;
            }
        }

        mon = GameManager.me.mapManager.addMonsterToStage(transcendData, transcendLevel, true, null, unitData.id, _v);
        mon.monsterUISlotIndex = slotIndex;
        // 소환 방어력 증가

        _v.y = 0.5f;

        btn.isEnabled = false;

                #if UNITY_EDITOR
        if (BattleSimulator.nowSimulation)
        {
            return;
        }
                #endif

        SoundData.playSummonSound(mon.monsterData.resource);

        SoundData.play(UnitSlot.getSummonSoundByRare(unitData.rare));

        string unitSoundId = unitData.baseUnitId;
        if (unitSoundId.StartsWith("UN6"))
        {
            unitSoundId = "UN5" + unitSoundId.Substring(3);
        }

        switch (_player.playerData.characterId)
        {
        case Character.ID.LEO:
            SoundData.playVoice("L" + unitSoundId);
            break;

        case Character.ID.KILEY:
            SoundData.playVoice("K" + unitSoundId);
            break;

        case Character.ID.CHLOE:
            SoundData.playVoice("C" + unitSoundId);
            break;

        case Character.ID.LUKE:
            SoundData.playVoice("LK" + unitSoundId);
            break;
        }

        GameManager.info.effectData[UnitSlot.getSummonEffectByRare(unitData.rare)].getEffect(-1000, _v, null, null, mon.summonEffectSize);         //GameManager.resourceManager.getInstantPrefabs("Effect/virtical 14");
    }