Пример #1
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                } // end OnClickAttack

                private void PlayRunEffect(int index, float normalizedTime)
                {
                    if (true == signArr[index] || normalizedTime < timeArr[index])
                    {
                        return;
                    }
                    // end if
                    signArr[index] = true;
                    mainCharacter.audio.PlaySoundCacheForPath("run", soundPath);
                    EffectTool.ShowEffectFromPool("maincharachter_run_effect", 0.5f, mainCharacter.position);
                } // end PlayRunSound
Пример #2
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                } // end Melee_NPCAttack_1

                public virtual void DoBeforeEntering()
                {
                    isFlight = false;
                    character.avatar.Play(anim);
                    character.audio.PlaySoundCacheForPath(id, soundPath);
                    if (null != character.info.lockCharacter)
                    {
                        character.move.LookAt(character.info.lockCharacter.position);
                    } //end if
                    if (string.IsNullOrEmpty(effectPath))
                    {
                        return;
                    }
                    // end if
                    EffectTool.ShowEffectFromPool(effectPath, 1f, character.position, character.rotation);
                } // end DoBeforeEntering
Пример #3
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                } // end NPCDie

                public void DoBeforeEntering() {
                    isDispoed = false;
                    character.avatar.Play(anim);
                    character.audio.PlaySoundCacheForPath(id, soundPath);
                    EffectTool.ShowEffectFromPool(effectPath, 2f, character.position, character.rotation);
                } // end DoBeforeEntering