예제 #1
0
        private void OtherMorphingBegin(long serverID, int changeID, float scale)
        {
            OtherPlayer player = CoreEntry.gActorMgr.GetPlayerActorByServerID(serverID) as OtherPlayer;

            if (null == player)
            {
                return;
            }
            player.transform.localScale = Vector3.one;
            Vector3 pos   = player.transform.position;
            Vector3 angle = player.transform.eulerAngles;

            MsgData_sSceneObjectEnterHuman humanStruct = CoreEntry.gSceneObjMgr.GetEntityData(serverID) as MsgData_sSceneObjectEnterHuman;

            if (null == humanStruct)
            {
                return;
            }

            //����
            humanStruct.Ride = 0;
            CoreEntry.gActorMgr.RemoveActor(player);
            player.RecycleObj();

            humanStruct.ChangeID = changeID;
            var other = CoreEntry.gSceneLoader.LoadOtherPlayer(humanStruct);

            other.transform.localScale  = new Vector3(scale, scale, scale);
            other.transform.position    = pos;
            other.transform.eulerAngles = angle;
        }
예제 #2
0
        private void OtherMorphFinish(long serverID)
        {
            OtherPlayer player = CoreEntry.gActorMgr.GetPlayerActorByServerID(serverID) as OtherPlayer;

            if (null == player)
            {
                return;
            }

            MsgData_sSceneObjectEnterHuman humanStruct = CoreEntry.gSceneObjMgr.GetEntityData(serverID) as MsgData_sSceneObjectEnterHuman;

            if (null == humanStruct)
            {
                return;
            }

            Vector3 pos   = player.transform.position;
            Vector3 angle = player.transform.eulerAngles;

            CoreEntry.gActorMgr.RemoveActor(player);
            player.RecycleObj();

            humanStruct.ChangeID = 0;
            var other = CoreEntry.gSceneLoader.LoadOtherPlayer(humanStruct);

            other.transform.position    = pos;
            other.transform.eulerAngles = angle;
        }
예제 #3
0
        /// <summary>
        /// 逐步改变玩家外观,如果改变过程中玩家被消耗则停止
        /// </summary>
        IEnumerator ChangeOtherPlayerShow(OtherPlayer player, MsgData_sSceneObjectEnterHuman hes)
        {
            yield return(null);

            if (player != null)
            {
                player.ChangeWing(GetWingModelID(hes.FashionState == 0 ? hes.FashionWing : 0, hes.Wing, hes.Prof));
            }
            else
            {
                yield break;
            }

            yield return(null);

            if (player != null)
            {
                player.FuckHorse(hes.Ride);
            }
            else
            {
                yield break;
            }

            yield return(null);

            if (player != null)
            {
                player.ChangeWeapon(GetWeaponModelID(hes.FashionState == 0 ? hes.FashionWeapon : 0, hes.ShenBin, hes.Weapon, hes.Prof));
            }
            else
            {
                yield break;
            }

            yield return(null);

            if (player != null)
            {
                player.ShowMagicKey(hes.MagicKey);
                player.ShowMagicKeyByStar(hes.MagicKeyStar);
            }
            else
            {
                yield break;
            }

            yield return(null);

            if (player != null)
            {
                player.ChangeZhenFa(hes.ZhenfaId);
            }
            else
            {
                yield break;
            }
        }
예제 #4
0
        IEnumerator ChangeVirtualPlayerShow(OtherPlayer player, MsgData_sSceneObjectEnterVirtualPlayer hes)
        {
            yield return(null);

            if (player != null)
            {
                player.ChangeWing(GetWingModelID(0, hes.Wing, hes.Job));
            }
            else
            {
                yield break;
            }

            yield return(null);

            if (player != null)
            {
                player.FuckHorse(hes.WuHunID);
            }
            else
            {
                yield break;
            }

            yield return(null);

            if (player != null)
            {
                player.ChangeWeapon(GetWeaponModelID(hes.FashionWeapon, hes.ShenBing, hes.Weapon, hes.Job));
            }
            else
            {
                yield break;
            }

            yield return(null);

            if (player != null)
            {
                player.ShowMagicKey(hes.MagicKey);
                player.ShowMagicKeyByStar(hes.MagicKeyStar);
            }
            else
            {
                yield break;
            }

            yield return(null);

            if (player != null)
            {
                player.ChangeZhenFa(hes.ZhenfaId);
            }
            else
            {
                yield break;
            }
        }
예제 #5
0
        /// <summary>
        /// 加载其它玩家
        /// </summary>
        /// <param name="humanStruct"></param>
        /// <returns></returns>
        public GameObject LoadOtherPlayer(MsgData_sSceneObjectEnterHuman humanStruct)
        {
            int modelID = GetClothesModelID(humanStruct.FashionState == 0 ? humanStruct.FashionDress : 0, humanStruct.Dress, humanStruct.Prof, humanStruct.EquipStarMin);

            if (humanStruct.ChangeID != 0)
            {
                CoreEntry.gMorphMgr.SetInMorph(humanStruct.Guid);
                //Configs.changeConfig changeCfg = CSVConfigLoader.GetchangeConfig((int)humanStruct.ChangeID);
                LuaTable changeCfg = ConfigManager.Instance.Actor.GetChangeConfig((int)humanStruct.ChangeID);
                if (changeCfg != null)
                {
                    modelID = changeCfg.Get <int>("model_id");
                }
            }

            GameObject obj = LoadOtherPlayer(modelID);

            Vector3 position = CommonTools.ServerPosToClient(humanStruct.PosX, humanStruct.PosY);

            position.y = CommonTools.GetTerrainHeight(new Vector2(position.x, position.z));
            Vector3 eulerAngle = CommonTools.ServerDirToClient(humanStruct.Dir);

            obj.transform.position    = position;
            obj.transform.eulerAngles = eulerAngle;
            obj.transform.localScale  = Vector3.one;

            OtherPlayer otherPlayer = obj.AddComponent <OtherPlayer>();

            otherPlayer.Faction = humanStruct.Faction;

            otherPlayer.Init(modelID, modelID, humanStruct.Guid);
            otherPlayer.ServerID = humanStruct.Guid;
            otherPlayer.InitAttr(humanStruct);
            CoreEntry.gActorMgr.AddActorObj(otherPlayer);
            otherPlayer.Health.OnCreateHPBar();    //名字有更新,重新创建血条
            PetObj petObj = CoreEntry.gActorMgr.GetPetActorByServerID(humanStruct.MoShenID) as PetObj;

            if (petObj != null)
            {
                petObj.SetMaster(otherPlayer);
                //Debug.LogError("找到 moshenid: " + humanStruct.MoShenID + " otherplayer:" + humanStruct.Guid);
            }
            else
            {
                //Debug.LogError("未找到 moshenid: " + humanStruct.MoShenID + " otherplayer:" + humanStruct.Guid);
            }

            //LoadMagicKey(otherPlayer, 620000001, position, eulerAngle);

            StartCoroutine(ChangeOtherPlayerShow(otherPlayer as OtherPlayer, humanStruct));

            EventParameter parameter = new EventParameter();

            parameter.objParameter = otherPlayer;
            CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_OTHERPLAYER_LOAD_OVER, parameter);

            return(obj);
        }
예제 #6
0
        /// <summary>
        /// 加载镖车, 由于镖车有血量和阵营,并且可以被攻击,类似同阵营玩家,先用于玩家代替!!
        /// </summary>
        public GameObject LoadBiaoChe(MsgData_sSceneObjectEnterBiaoChe cheStruct)
        {
            ActorObj ao = CoreEntry.gActorMgr.GetPlayerActorByServerID(cheStruct.Guid);

            if (null != ao)
            {
                return(ao.gameObject);
            }

            LuaTable row = RawLuaConfig.Instance.GetRowData("t_kuafubiaoche", cheStruct.DartID);

            if (null == row)
            {
                return(null);
            }

            int modelid = row.Get <int>("model");

            Vector3 position   = CommonTools.ServerPosToClient(cheStruct.PosX, cheStruct.PosY);
            Vector3 eulerAngle = CommonTools.ServerDirToClient(cheStruct.Dir);
            Vector3 scale      = new Vector3(1, 1, 1);

            GameObject obj = LoadOtherPlayer(modelid);

            obj.transform.position    = position;
            obj.transform.eulerAngles = eulerAngle;
            obj.transform.localScale  = scale;

            OtherPlayer BiaoChe = obj.AddComponent <OtherPlayer>();

            BiaoChe.Faction = cheStruct.Camp;
            if (BiaoChe.mBaseAttr == null)
            {
                BiaoChe.mBaseAttr = new BaseAttr();
            }
            BiaoChe.mBaseAttr.MaxHP = cheStruct.HP;
            BiaoChe.mBaseAttr.CurHP = cheStruct.HP;
            BiaoChe.mBaseAttr.Level = cheStruct.Level;
            BiaoChe.mBaseAttr.Name  = CommonTools.BytesToString(cheStruct.LeaderName) + "的镖车";
            BiaoChe.Init(modelid, modelid, cheStruct.Guid);
            BiaoChe.mActorType      = ActorType.AT_MECHANICS;
            BiaoChe.mBaseAttr.Speed = CommonTools.ServerValueToClient(cheStruct.Speed);
            BiaoChe.SetSpeed(BiaoChe.mBaseAttr.Speed);
            BiaoChe.ServerID = cheStruct.Guid;
            CoreEntry.gActorMgr.AddActorObj(BiaoChe);

            return(obj);
        }
예제 #7
0
        private void LoadFigters()
        {
            for (int i = 0; i < 2; i++)
            {
                if (i == mLocalIndex)
                {
                    continue;
                }

                MsgData_sResArenaMemVo player = ArenaFighters[i];
                int modelID = SceneLoader.GetClothesModelID(player.FashionDress, player.Dress, player.Job, 0);

                GameObject obj = CoreEntry.gSceneLoader.CreateGameObject(modelID);
                if (obj == null)
                {
                    return;
                }
                ActorObj actorObject = null;
                actorObject = obj.GetComponent <ActorObj>();
                if (null != actorObject)
                {
                    UnityEngine.Object.DestroyImmediate(actorObject);
                }

                PlayerAgent agent = obj.GetComponent <PlayerAgent>();
                if (null != agent)
                {
                    agent.enabled = false;
                }

                Vector3 position = Vector3.zero;
                position.x = initPos[1 - mLocalIndex].x;
                position.z = initPos[1 - mLocalIndex].y;
                position.y = CommonTools.GetTerrainHeight(new Vector2(position.x, position.y));

                obj.transform.position   = position;
                obj.transform.rotation   = Quaternion.identity;
                obj.transform.localScale = Vector3.one;

                OtherPlayer otherPlayer = obj.AddComponent <OtherPlayer>();
                otherPlayer.Init(modelID, modelID, player.RoleID, "", true);
                otherPlayer.ServerID = player.RoleID;
                CoreEntry.gActorMgr.AddActorObj(otherPlayer);

                int weaponID = SceneLoader.GetWeaponModelID(player.FashionWeapon, player.ShenBing, player.Weapon, player.Job);
                LoadWeapon(obj.transform, weaponID, player.Job == 4);
            }
        }
예제 #8
0
        public GameObject LoadVirtualPlayer(MsgData_sSceneObjectEnterVirtualPlayer player)
        {
            int modelID = SceneLoader.GetClothesModelID(player.FashionDress, player.Dress, player.Job, 0);

            Vector3    position   = CommonTools.ServerPosToClient(player.PosX, player.PosY);
            Vector3    eulerAngle = CommonTools.ServerDirToClient(player.Dir);
            GameObject obj        = CreateGameObject(modelID, position, eulerAngle);

            ActorObj actorObject = null;

            actorObject = obj.GetComponent <ActorObj>();
            if (null != actorObject)
            {
                UnityEngine.Object.DestroyImmediate(actorObject);
            }

            PlayerAgent agent = obj.GetComponent <PlayerAgent>();

            if (null != agent)
            {
                agent.enabled = false;
            }

            /*Vector3 position = Vector3.zero;
             * position.x = player.PosX;
             * position.z = player.PosY;
             * position.y = CommonTools.GetTerrainHeight(new Vector2(position.x, position.y));
             *
             * obj.transform.position = position;
             * obj.transform.rotation = Quaternion.identity;
             * obj.transform.localScale = Vector3.one;*/

            OtherPlayer otherPlayer = obj.AddComponent <OtherPlayer>();

            otherPlayer.Init(modelID, modelID, player.Guid, "", true);
            otherPlayer.InitEnterHumanAttr(player);
            CoreEntry.gActorMgr.AddActorObj(otherPlayer);
            otherPlayer.Health.OnCreateHPBar();

            StartCoroutine(ChangeVirtualPlayerShow(otherPlayer as OtherPlayer, player));

            int weaponID = SceneLoader.GetWeaponModelID(player.FashionWeapon, player.ShenBing, player.Weapon, player.Job);

            LoadWeapon(obj.transform, weaponID, player.Job == 4);

            return(obj);
        }
예제 #9
0
        /// <summary>
        /// 频道是否可攻击玩家。
        /// </summary>
        /// <param name="player">目标玩家。</param>
        /// <returns>是否可攻击。</returns>
        public bool IsCanAttack(OtherPlayer player)
        {
            //双方都有阵营
            if (Faction != 0 && player.Faction != 0)
            {
                return(Faction != player.Faction);
            }

            //新手和保护状态不能被攻击
            if (player.PKStatus == PKStatus.PK_STATUS_NEWBIE || player.PKStatus == PKStatus.PK_STATUS_PROTECT)
            {
                return(false);
            }

            if (mCurPKMode == PKMode.PK_MODE_ALL)
            {
                return(true);
            }
            else if (mCurPKMode == PKMode.PK_MODE_EVIL)
            {
                return(player.PKStatus == PKStatus.PK_STATUS_GRAY || player.PKStatus == PKStatus.PK_STATUS_RED);
            }
            else if (mCurPKMode == PKMode.PK_MODE_TEAM)
            {
                return(!mTeamData.IsInTeam(player.ServerID));
            }
            else if (mCurPKMode == PKMode.PK_MODE_ALLY)
            {
                //   LuaTable G = LuaMgr.Instance.GetLuaEnv().Global;
                //   long attackid = G.GetInPath<long>("ConfigData.EliteBossConfig.AttackPlayerID");
                //   return player.ServerID == attackid;
                return(!mTeamData.IsInTeam(player.ServerID) && !mGuildData.IsInGuild(player.ServerID));
            }

            return(false);
        }
예제 #10
0
        private void OnPlayerDeath(GameEvent ge, EventParameter parameter)
        {
            if (ArenaMgr.Instance.IsArenaFight)
            {
                return;
            }

            ActorObj actor = parameter.goParameter.GetComponent<ActorObj>();
            if (MainRole.Instance.serverID == actor.ServerID)
            {

                LuaTable mapCfg = ConfigManager.Instance.Map.GetMapConfig(MapMgr.Instance.EnterMapId);
                int maptype = mapCfg != null ? mapCfg.Get<int>("type") : 0;
#if false
                if (maptype == (int)ESceneType.SCENE_TYPE_SECERETFB)
                {
                    int rtime = ConfigManager.Instance.Consts.GetValue<int>("secretAreaTeamRelivetime", "val1");
                    TipAutoClose.Show(rtime, "你已死亡!", (int sec) => { if (sec == 0) { NetLogicGame.Instance.SendReqRevive(1, 1); } return string.Format("{0}秒后自动复活......", sec); });
                    return;
                }
                else
#endif 
                if (maptype == (int)ESceneType.SCENE_TYPE_PERSONBOSS)
                {
                    MsgData_sPersonalBossResult pBossRes = new MsgData_sPersonalBossResult();
                    pBossRes.result = 1;//fail
                    CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_PersonalBossResult, EventParameter.Get(pBossRes));
                    return;
                }
                else if (maptype == (int)ESceneType.SCENE_TYPE_PERSONVIP_BOSS)
                {
                    int relivetime = ConfigManager.Instance.Consts.GetValue<int>("zhiyuanfb", "val1");
                    TipAutoClose.Show(relivetime, "你已死亡!", (int sec) => { return string.Format("{0}秒后自动复活......", sec); });

                }
                else if (maptype == (int)ESceneType.SCENE_TYPE_ZHIYUANFB )
                {
                    int relivetime = ConfigManager.Instance.Consts.GetValue<int>("zhiyuanfb", "val1");
                    TipAutoClose.Show(relivetime, "你已死亡!", (int sec) => { return string.Format("{0}秒后自动复活......", sec); });
                }
                else if (maptype == (int)ESceneType.SCENE_TYPE_WATER_DUNGEON || maptype == (int)ESceneType.SCENE_TYPE_ZHUZAIROAD)
                {
                    int relivetime = ConfigManager.Instance.Consts.GetValue<int>("zhiyuanfb", "val1");
                    TipAutoClose.Show(relivetime, "你已死亡!", (int sec) => { if (sec == 0) { NetLogicGame.Instance.SendReqRevive(1, 1); } return string.Format("{0}秒后自动复活......", sec); });
                }
                else if (maptype == (int)ESceneType.SCENE_TYPE_GUILD_HELL)
                {

                }
                else if (maptype == (int)ESceneType.SCENE_TYPE_ARENA)
                {

                }
                else if (maptype == (int)ESceneType.SCENE_TYPE_CRWON)
                {
                }
                else if (maptype == (int)ESceneType.SCENE_TYPE_YUANZHENG)
                {
                }
                else if(maptype == (int)ESceneType.SCENE_TYPE_GUILD_WAR_ACTIVITY)
                {
                    int relivetime = ConfigManager.Instance.Consts.GetValue<int>("factfightpowerInfo", "fval");
                    TipAutoClose.Show(relivetime-1, "你已死亡!", (int sec) => { return string.Format("{0}秒后自动复活......", sec); });
                }
                else
                {
                    if (CoreEntry.gAutoAIMgr.AutoFight && CoreEntry.gAutoAIMgr.Config.Relive)
                    {
                        //自动复活
                        System.Action fun = LuaMgr.Instance.GetLuaEnv().Global.Get<System.Action>("CommonRevive");
                        if (fun != null)
                        {
                            fun();
                        }
                    }
                    else
                    {
                        OtherPlayer oo = actor.hitActorObject as OtherPlayer;
                        if(oo != null)
                        {

                            UnityEngine.Events.UnityAction<string> fun = LuaMgr.Instance.GetLuaEnv().Global.Get<UnityEngine.Events.UnityAction<string>>("CommonPKReviveSimple");
                            if (fun != null)
                            {
                                fun(oo.mBaseAttr.Name);
                            }
                        }
                        else
                        {
                            System.Action fun = LuaMgr.Instance.GetLuaEnv().Global.Get<System.Action>("CommonReviveSimple");
                            if (fun != null)
                            {
                                fun();
                            }

                        }
                    }
                }
            }
        }
예제 #11
0
        private void RefreshDisplayActors()
        {
            int i = 0;

            for (i = 0; i < 5; i++)
            {
                mOtherPlayers[i].Clear();
            }

            int             displayNum = SettingManager.Instance.ActorDisplayNum;
            bool            showModel  = CoreEntry.bModelShow;
            List <ActorObj> actors     = CoreEntry.gActorMgr.GetAllPlayerActors();

            for (i = 0; i < actors.Count; i++)
            {
                ActorObj actor = actors[i];
                if (actor is PlayerObj)
                {
                    continue;
                }

                OtherPlayer otherActor = actor as OtherPlayer;
                if (otherActor != null && otherActor.mActorType == ActorType.AT_MECHANICS) //镖车类不隐藏
                {
                    continue;
                }

                if (null != PlayerData.Instance.TeamData.GetTeamRole(otherActor.ServerID))
                {
                    mOtherPlayers[0].Add(otherActor);

                    continue;
                }

                if (PlayerData.Instance.FriendData.IsEnemy(otherActor.ServerID))
                {
                    mOtherPlayers[1].Add(otherActor);

                    continue;
                }

                if (PlayerData.Instance.FriendData.IsFriend(otherActor.ServerID))
                {
                    mOtherPlayers[2].Add(otherActor);

                    continue;
                }

                if (PlayerData.Instance.GuildData.IsInGuild(otherActor.ServerID))
                {
                    mOtherPlayers[3].Add(otherActor);

                    continue;
                }

                mOtherPlayers[4].Add(otherActor);
            }

            displayNum--;

            int tmpNum = 0;
            int count  = 0;

            for (i = 0; i < 5; i++)
            {
                List <OtherPlayer> list = mOtherPlayers[i];
                count  = list.Count;
                tmpNum = displayNum < count ? displayNum : count;
                if (!showModel)
                {
                    tmpNum = 0;
                }
                displayNum -= tmpNum;
                int j = 0;
                for (j = 0; j < tmpNum; j++)
                {
                    list[j].ShowModel();
                }
                for (; j < count; j++)
                {
                    list[j].HideModel();
                }
            }
        }
예제 #12
0
파일: HPBar.cs 프로젝트: midgithub/notes
        /// <summary>
        /// 初始化PK状态。
        /// </summary>
        /// <param name="pkvalue">目标玩家。</param>
        public void InitPKStatus(OtherPlayer player)
        {
            //判定边境3v3或者边境远征
            int MeFact = PlayerData.Instance.Faction;
            int OtFact = player.Faction;

            if ((MeFact == 11 || MeFact == 12 || MeFact == 14 || MeFact == 15 || MeFact == 16) &&
                (OtFact == 11 || OtFact == 12 || OtFact == 14 || OtFact == 15 || OtFact == 16))
            {
                if (player.Faction != PlayerData.Instance.Faction)
                {
                    int Fact = player.Faction - 13;
                    if (Fact > 0)
                    {
                        switch (Fact)
                        {
                        case 1: SetNameTextValue(BlueRgb); break;

                        case 2: SetNameTextValue(YellowRgb); break;

                        case 3: SetNameTextValue(OrangeRgb); break;

                        default: SetNameTextValue(StrawberryRgb); break;
                        }
                    }
                    else
                    {
                        SetNameTextValue(RedRgb);
                    }
                    SetHpImageType(true);
                }
                else
                {
                    SetNameTextValue(GreenRgb);
                    SetHpImageType(false);
                }
                return;
            }
            if (PlayerData.Instance.CurPKMode == PKMode.PK_MODE_GUILD && !PlayerData.Instance.GuildData.IsInGuild(player.ServerID))
            {
                LuaTable mapConfig = ConfigManager.Instance.Map.GetMapConfig(MapMgr.Instance.EnterMapId);
                int      mType     = mapConfig.Get <int>("type");
                if (mType == (int)ESceneType.SCENE_TYPE_GUILD_WAR_ACTIVITY)
                {
                    SetNameTextValue(RedRgb);
                    SetHpImageType(true);
                    return;
                }
            }

            //红名的直接显示
            if (player.PKStatus == PKStatus.PK_STATUS_RED)
            {
                SetNameTextValue(RedRgb);
                SetHpImageType(true);
                return;
            }

            //可攻击对象显示红色(善恶看灰名除外)
            bool canattack = PlayerData.Instance.IsCanAttack(player);

            if (canattack)
            {
                //善恶模式看灰名时灰色
                bool grey = PlayerData.Instance.CurPKMode == PKMode.PK_MODE_EVIL && player.PKStatus == PKStatus.PK_STATUS_GRAY;
                SetNameTextValue(grey ? GreyRgb : RedRgb);
                SetHpImageType(true);
                return;
            }

            //灰名灰色,其它黄色
            SetNameTextValue(player.PKStatus == PKStatus.PK_STATUS_GRAY ? GreyRgb : (PlayerData.Instance.TeamData.IsInTeam(player.ServerID) ? GreenRgb : NormalRgb));
            bool isTeamAndGuild = PlayerData.Instance.TeamData.IsInTeam(player.ServerID) || PlayerData.Instance.GuildData.IsInGuild(player.ServerID);

            if (isTeamAndGuild)
            {
                SetHpImageType(false);
            }
            else
            {
                SetHpImageType(player.PKStatus == PKStatus.PK_STATUS_GRAY ? true : false);
            }
        }