/// <summary> /// 创建摄像机移动特效 /// </summary> /// <param name="fStartTime"></param> /// <param name="fAnimCtrlEndtime"></param> /// <param name="data"></param> /// <returns></returns> private float BuildCameraAnimShow(float fStartTime, ref float fAnimCtrlEndtime, DataSkillShow data) { float time = fStartTime; if (data != null) { if (this.CameraAnimEft == 0) { if (data.CameraMove == 1) { this.record = new CameraMoveRecord(); CameraGoTrigger cameraGoTrigger = new CameraGoTrigger(); cameraGoTrigger.record = this.record; cameraGoTrigger.StartTime = time; cameraGoTrigger.AttackerId = this.AttackerId; cameraGoTrigger.BeAttackIdList = this.BeAttackerList; cameraGoTrigger.Duration = data.CameraMoveDurationTime; base.AddEvent(cameraGoTrigger); time = cameraGoTrigger.StartTime + cameraGoTrigger.Duration; } } else { CameraAnimTrigger cameraAnimTrigger = new CameraAnimTrigger(); cameraAnimTrigger.StartTime = time; cameraAnimTrigger.EffectId = this.CameraAnimEft; cameraAnimTrigger.PlayerId = this.AttackerId; cameraAnimTrigger.Duration = cameraAnimTrigger.GetDuration(); base.AddEvent(cameraAnimTrigger); fAnimCtrlEndtime = cameraAnimTrigger.StartTime + EffectManager.Instance.GetEffectCameraControlTime(this.CameraAnimEft); time = cameraAnimTrigger.StartTime + EffectManager.Instance.GetEffectCameraControlDelay(this.CameraAnimEft); } } return(time); }
public CameraMoveRecoverEvent(Vector3 srcPos, Vector3 destPos, Vector3 srtLookAtPos, Vector3 destLookAtPos, float triggerTime, float fDuratin, CameraMoveRecord record) : base(0) { this.m_fTrigerTime = triggerTime; this.m_destPos = destPos; this.m_destLookAtPos = destLookAtPos; this.m_srcPos = srcPos; this.m_srcLookAtPos = srtLookAtPos; this.m_fDuration = fDuratin; this.m_record = record; }