예제 #1
0
    public void ReSetAll()
    {
        IsGetStartAC  = false;
        IsStartPenhuo = false;
        GetInStand    = false;
        IsInStanding  = false;
        penhuoJishi   = 0;
        IsShock       = false;

        _isGetOver    = false;
        IsInPenhuoing = false;
        TX_QS.Stop();
        TX_Huoyan.Stop();
        TX_Huoyan.gameObject.SetActive(false);
    }
예제 #2
0
    // Update is called once per frame
    void Update()
    {
        if (_roleDate.isDie || _roleDate.isBeHiting || (_player && _player.GetComponent <RoleDate>().isDie))
        {
            ReSetAll();
            _isGetOver = true;
            ObjectEventDispatcher.dispatcher.dispatchEvent(new UEvent(EventTypeName.CAMERA_SHOCK, "end"), this);
            return;
        }

        if (GetInStand)
        {
            if (IsOverInStand())
            {
                //print(" inStand!!!!!   ");
                ReSetAll();
                _isGetOver = true;
            }
            return;
        }
        //print(_gameBody.GetDB().animation.lastAnimationName + "   zhuangtai     " + _gameBody.GetDB().animation.lastAnimationState._fadeProgress);

        if (IsGetStartAC && !_gameBody.isAcing)
        {
            IsGetStartAC = false;
            //_gameBody.isAcing = false;
            print("  ---->???  qishou wancheng ");
            _gameBody.GetPlayerRigidbody2D().velocity = Vector2.zero;



            IsStartPenhuo = true;
            //播放 起始 的特效  这里是循环的

            //_gameBody.GetAcMsg(PenHuoACName);

            return;
        }

        if (IsStartPenhuo)
        {
            //GetInStand = true;

            if (!IsInPenhuoing)
            {
                IsInPenhuoing = true;
                penhuoJishi   = 0;
                _gameBody.GetDB().animation.FadeIn(PenHuoACName);
                TX_Huoyan.gameObject.SetActive(true);
                TX_Huoyan.Play();

                moveSpeedX = this.transform.localScale.x > 0 ? -Mathf.Abs(moveSpeedX) : Mathf.Abs(moveSpeedX);
                print(" ******************************* moveSpeedX  " + moveSpeedX + "     localScale    " + this.transform.localScale.x);
            }

            if (!IsShock)
            {
                IsShock = true;
                ObjectEventDispatcher.dispatcher.dispatchEvent(new UEvent(EventTypeName.CAMERA_SHOCK, "z2-" + (penhuoCXTimes - 0.4f)), this);
            }


            penhuoJishi += Time.deltaTime;


            this.transform.position = new Vector2(this.transform.position.x + moveSpeedX, this.transform.position.y);
            //print("  moveSpeedX  "+ moveSpeedX+ "     localScale    "+ this.transform.localScale.x);

            //print(" penhuoJishi  "+ penhuoJishi);
            if (penhuoJishi >= penhuoCXTimes)
            {
                penhuoJishi = 0;
                print(" penghuo OVER!!!!!!! ");
                TX_QS.Stop();
                TX_Huoyan.Stop();
                TX_Huoyan.gameObject.SetActive(false);
                IsStartPenhuo = false;
                GetInStand    = true;
            }
        }
    }
예제 #3
0
 protected void GetStartAC()
 {
     _gameBody.GetAcMsg(StartACName, 2);
     TX_QS.Play();
     Audio_Penhuo.Play();
 }