Пример #1
0
    private void InitSkillBtnList()
    {
        SkillList_     = new List <BattleSkillButton>();
        SkillListRoot_ = transform.FindChild("Root/SkillList/Content");
        for (int i = 0; i < SkillBtnCount; i++)
        {
            GameObject go = Global.CreateUI("BattleSkillButton", SkillListRoot_.gameObject);
            go.name = i.ToString();
            BattleSkillButton script = go.AddComponent <BattleSkillButton>();
            SkillList_.Add(script);
            ClientSkill skill = CommandShip_.GetSkillByIndex(i);
            if (skill == null)  //为空的时候理解为未解锁,现在没这个状态,以后再加
            //进入未解锁状态
            {
            }
            else
            {
                script.SkillID = skill.ID;
                bool isAble = true;//是否激活,待取
                script.ConfigIcon(skill.Prop.disableicon, skill.Prop.enableicon);
                script.EnableSkill(isAble);
                BattleSceneDisplayManager.EventOnSkillSing    += script.ForbidFireSkill;
                BattleSceneDisplayManager.EventOnSkillTrigger += script.CoolDownSkill;
            }

            script.SelectedSkillCallback += SetSelectSkill;
            script.FireSkillCallback     += FireSkill;
        }
    }
Пример #2
0
    public void Init(ClientShip clientShip, Ship ship, List <GameObject> shipList, bool bPlayer)
    {
        IsDead = false;

        RootGo_ = new GameObject("Root_" + (bPlayer ? "Player" : "Enemy") + "_");  //+ clientShip.Reference.name );
        RootGo_.transform.position = clientShip.Position;

        ClientShip_ = clientShip;
        //Ship_ = ship;
        Vector3[] tempFormationList = clientShip.FormationList;

        for (int i = 0; i < shipList.Count; i++)
        {
            ShipDisplay display = shipList[i].AddComponent <ShipDisplay>();
            display.Init(this, ship, clientShip.Position, tempFormationList == null ? Vector3.zero : tempFormationList[i], bPlayer);
            ShipList_.Add(display);
        }
        bool isAdvancedShip = (clientShip.Reference.id == 40000 || clientShip.Reference.id == 60000);//暂时这样写,到时候根据tag来

        BattleShipInfo_ = BattleShipInfo.Create(RootGo_.transform, this, clientShip.Name, ship.shieldRadius, bPlayer, isAdvancedShip);

        foreach (var iter in clientShip.PartsList)
        {
            float atkRangeMin  = iter.Reference.atk_range_min;
            float atkRangeMax  = iter.Reference.atk_range_max;
            float atkMoveRange = iter.Reference.attack_move_range;
            float angle        = iter.Reference.atk_angle;
            // 最近和最远的攻击范围
            AttackRangeDisplayList_.Add(AttackRangeDisplay.InitSectorAttackRange(bPlayer, RootGo_.transform, atkRangeMin, atkRangeMax, angle, Color.red));
            // 移动攻击范围
            AttackRangeDisplayList_.Add(AttackRangeDisplay.InitSectorAttackRange(bPlayer, RootGo_.transform, 0, atkMoveRange, angle, Color.gray));
        }

        // 是玩家并且是旗舰,生成技能范围
        if (bPlayer && clientShip.IsCommanderShip())
        {
            for (int i = 0; i < 3; i++)
            {
                ClientSkill        skill   = clientShip.GetSkillByIndex(i);
                AttackRangeDisplay display = null;
                if (skill != null)
                {
                    proto.SkillReference reference = skill.Prop;
                    // 扇形
                    if (reference.skill_select_type == Def.SkillSelectType.CastScope)
                    {
                        display = AttackRangeDisplay.InitSectorAttackRange(true, RootGo_.transform, 0, reference.cast_range, reference.cast_angle, Color.blue);
                    }
                    //else if( reference.skill_select_type == Def.SkillSelectType.PlayerSelect ) {
                    // 圆形
                    //if( reference.shape_type == Def.ShapeType.Circle ) {
                    //    display = AttackRangeDisplay.InitCircleAttackRange( RootGo_.transform, reference.aoe_range, Color.blue );
                    //}
                    //}
                    else if (reference.skill_select_type == Def.SkillSelectType.NoSelection)
                    {
                        // 矩形或圆形
                        if (reference.shape_type == Def.ShapeType.Rectangle)
                        {
                            display = AttackRangeDisplay.InitRectangleAttackRange(RootGo_.transform, reference.radiate_len, reference.radiate_wid * 2, Color.blue);
                        }
                        else if (reference.shape_type == Def.ShapeType.Circle)
                        {
                            display = AttackRangeDisplay.InitCircleAttackRange(RootGo_.transform, reference.aoe_range, Color.blue);
                        }
                    }
                    if (display != null)
                    {
                        display.gameObject.name += "_skill";
                    }
                }
                SkillAttackRangeDisplayList.Add(display);
            }
        }

        if (HaloTemplate_ == null)
        {
            HaloTemplate_ = Resources.Load("Effect/Halo");
        }

        HaloGo_ = GameObject.Instantiate(HaloTemplate_) as GameObject;
        HaloGo_.transform.GetChild(0).localPosition = Vector3.zero;
        HaloGo_.transform.parent           = RootGo_.transform;
        HaloGo_.transform.localEulerAngles = Vector3.zero;
        HaloGo_.transform.localPosition    = Vector3.zero + new Vector3(0, -1, 0);
        HaloGo_.transform.localScale       = Vector3.one * clientShip.Reference.vol;
    }