private void EmitAttackFontInvoke(EmitEffectFontData effectFontData) { BattleBloodControl bloodControl = Globals.Instance.MGUIManager.GetGUIWindow <GUIBattleMain>().bloodControl; if (bloodControl == null) { Debug.Log("bloodControl is null"); return; } GameData.BattleGameData.AttackState attackState = effectFontData._currAttackState; GameObject gameObject = effectFontData._thisGameObject; Vector3 worldPos = gameObject.transform.position; worldPos.z += FightCellSlot.EffectSkillNameOffset; Vector3 offset = new Vector3(0f, 20f, 0f); switch (attackState) { case GameData.BattleGameData.AttackState.NORMAL_ATTACK: case GameData.BattleGameData.AttackState.SKILL_ATTACK: bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.SKILL, 0, effectFontData.skillName); break; case GameData.BattleGameData.AttackState.NORMAL_ATTACK_CRIT: case GameData.BattleGameData.AttackState.SKILL_ATTACK_CRIT: bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.CRIT_SKILL, 0, effectFontData.skillName); break; case GameData.BattleGameData.AttackState.TREAT_SKILL_ATTACKED: case GameData.BattleGameData.AttackState.REDUCE_DAMAGE_SKILL_ATTACKED: bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.SKILL, 0, effectFontData.skillName); break; default: Debug.LogError("Error AttackState EmitAttackFontInvoke " + attackState); break; } }
private void EmitBeAttackedFontInvoke(EmitEffectFontData effectFontData) { GameData.BattleGameData.AttackedState currentAttackState = effectFontData._currBeAttackedState; GameObject gameObject = effectFontData._thisGameObject; int damage = effectFontData._currentEffectFontDamage; BattleBloodControl bloodControl = Globals.Instance.MGUIManager.GetGUIWindow <GUIBattleMain>().bloodControl; if (bloodControl == null) { Debug.Log("bloodControl is null"); return; } // tzz modified for Refactoring Vector3 worldPos = gameObject.transform.position; worldPos.z += FightCellSlot.EffectDamageBloodOffset; Vector3 offset = new Vector3(0f, 20f, 0f); switch (currentAttackState) { case GameData.BattleGameData.AttackedState.DODGE: bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.DODGE, damage, ""); break; case GameData.BattleGameData.AttackedState.NORMAL_ATTACKED: bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.NUMBER_GRAY, damage, ""); break; case GameData.BattleGameData.AttackedState.NORMAL_CRIT: bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.NUMBER_RED, damage, ""); break; case GameData.BattleGameData.AttackedState.SKILL_ATTACKED: bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.NUMBER_GRAY, damage, ""); break; case GameData.BattleGameData.AttackedState.SKILL_CRIT: bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.NUMBER_RED, damage, ""); break; case GameData.BattleGameData.AttackedState.TREAT_SKILL_ATTACKED: case GameData.BattleGameData.AttackedState.REDUCE_DAMAGE_SKILL_ATTACKED: bloodControl.EmitEffectFont(gameObject.transform, worldPos, offset, BattleEffectFont.EffectType.NUMBER_GREEN, damage, ""); break; default: Debug.LogError("Error AttackedState EmitBeAttackedFontInvoke " + currentAttackState); break; } }
public void Attack(SkillDataSlot skillData) { // Assign the real normal attack skill id if (skillData._skillID == 0) { EWarshipTypeID type = (EWarshipTypeID)Property.TypeID; switch (type) { case EWarshipTypeID.AIRCRAFT_CARRIER: { skillData._skillID = NormaAttackDefine.NORMAL_AIRCRAFT_CARRIER; break; } case EWarshipTypeID.UNDER_WATER_CRAFT: { skillData._skillID = NormaAttackDefine.NORMAL_UNDER_WATER_CRAFT; break; } default: { skillData._skillID = NormaAttackDefine.NORMAL_CANNON_CRAFT; break; } } } // Fill in skill data from DataTable skillData.MSkillData.BasicData.SkillLogicID = skillData._skillID; skillData.MSkillData.FillDataFromConfig(); // Create skill, and execute the skill logic Skill skill = Globals.Instance.MSkillManager.CreateSkill(skillData, this); skill.StartSkill(); // add attack effect font GameData.BattleGameData.AttackState attackState = (GameData.BattleGameData.AttackState)skillData._attckerAttackState; BattleBloodControl bloodControl = Globals.Instance.MGUIManager.GetGUIWindow <GUIBattle>()._bloodControl; if (attackState == GameData.BattleGameData.AttackState.NORMAL_ATTACK_CRIT) { bloodControl.EmitEffectFont(_thisGameObject.transform, _thisGameObject.transform.position, new Vector3(0f, 40f, 0f), BattleEffectFont.EffectType.CRIT, 0, ""); } else if (attackState == GameData.BattleGameData.AttackState.SKILL_ATTACK) { // Only skill attack allow display effect font if (!skillData.MSkillData.BasicData.SkillIsNormalAttack) { bloodControl.EmitEffectFont(_thisGameObject.transform, _thisGameObject.transform.position, new Vector3(0f, 30f, 0f), BattleEffectFont.EffectType.SKILL, 0, skillData.MSkillData.BasicData.SkillName); } } else if (attackState == GameData.BattleGameData.AttackState.SKILL_ATTACK_CRIT) { bloodControl.EmitEffectFont(_thisGameObject.transform, _thisGameObject.transform.position, new Vector3(0f, 40f, 0f), BattleEffectFont.EffectType.CRIT_SKILL, 0, skillData.MSkillData.BasicData.SkillName); } else if (attackState == GameData.BattleGameData.AttackState.TREAT_SKILL_ATTACKED || attackState == GameData.BattleGameData.AttackState.REDUCE_DAMAGE_SKILL_ATTACKED) { // tzz added for display name of TREAT_SKILL_ATTACKED and REDUCE_DAMAGE_SKILL_ATTACKED // bloodControl.EmitEffectFont(_thisGameObject.transform, _thisGameObject.transform.position, new Vector3(0f, 30f, 0f), BattleEffectFont.EffectType.SKILL, 0, skillData.MSkillData.BasicData.SkillName); } }