Пример #1
0
    public override void Start()
    {
        base.Start();

        GameObject box = U3DUtil.FindChild(m_target, "box");

        if (box != null)
        {
            box.SetActive(false);
        }


        GameObject go = GameObjectLoader.LoadPath("effect/prefab/", "2000601", m_target.transform);

        if (go != null)
        {
            GameObjectLoader.SetGameObjectLayer(go, LayerMask.NameToLayer("Resource"));
            ParticleSystem s = go.GetComponent <ParticleSystem>();
            if (s != null)
            {
                s.Play();
            }
        }

        m_itemTransform = SetEffect(m_itemtype, m_itemID);
    }
Пример #2
0
    /// <summary>
    /// 创建炮弹兵
    /// </summary>
    void CreateSoldier(SoldierInfo Info)
    {
        if (Info == null)
        {
            return;
        }
        Role r = new Role();

        r.CreateSkin(MyHead.DropHero, Info.m_modeltype, Info.m_name, AnimatorState.Stand);
        //IGameRole i = GameRoleFactory.Create(MyHead.DropHero,Info.m_modeltype, Info.m_name, AnimatorState.Stand);
        GoSoldier      = r.RoleSkinCom.tRoot.gameObject;
        GoSoldier.name = Info.m_name;
        GoSoldier.transform.localScale = new Vector3(120f, 120f, 120f);
        Vector3 pos = GoSoldier.transform.localPosition;

        pos.z -= 270;
        pos.y += 20;
        GoSoldier.transform.localPosition = pos;
        GameObjectLoader.SetGameObjectLayer(GoSoldier, gameObject.layer);
        m_Tropies = GoSoldier;
        if (Info.m_modeltype == 100003)
        {
            r.RoleSkinCom.ShowLeftHand(false);
            CreatePet1002(GoSoldier.transform);
        }
        SetStarsLevel(Info.StarLevel);
        SetRoleType(Info.m_main_proerty);
        SetSkillShow(Info.SoldierTypeID);
        NGUIUtil.SetActive(MyHead.HeroInfo, true);
        NGUIUtil.SetActive(MyHead.BtnOK.gameObject, false);
    }
Пример #3
0
    void LoadStageContext(int Stage, StageType type)
    {
        if (m_Contxt != null)
        {
            GameObject.DestroyImmediate(m_Contxt.gameObject);
            m_Contxt = null;
        }

        string text = "StageContext_";

        if (type == StageType.Hard)
        {
            text = "HardStageContext_";
        }

        GameObject go = GameObjectLoader.LoadPath("Prefabs/Stage/", text + m_Chapter, MyHead.transform);

        if (go == null)
        {
            NGUIUtil.ShowFreeSizeTipWnd(20000000, null, 10);
            return;
        }
        GameObjectLoader.SetGameObjectLayer(go, MyHead.gameObject.layer);
        m_Contxt = go.GetComponent <StageContext>();
        if (m_Contxt != null)
        {
            m_Contxt.SetStageContext(m_type, m_Chapter);
        }
    }
Пример #4
0
    public void UpQualityEffect()
    {
        SetEnableQuality(true);

        SoundPlay.Play("hero_promotion", false, false);
        UpReSetUI();

        Vector3 pos = new Vector3(0, -10, ConstantData.iDepBefore3DModel);
        GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", "2000721",
                                                        pos, MyHead.EffectParent.gameObject.transform);

        gae.gameObject.AddComponent <SetRenderQueue>();

        if (gae != null)
        {
            GameObjectLoader.SetGameObjectLayer(gae.gameObject, MyHead.EffectParent.gameObject.layer);
            GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(2f);
            gae.AddAction(ndEffect);
            gae.gameObject.transform.localPosition = pos;
        }

        int iHpAdd = m_Info.m_hp - m_backUpBuild.m_hp;
        int iPower = m_Info.m_DefensePower - m_backUpBuild.m_DefensePower;

        AddHudTextShow(NGUIUtil.GetStringByKey(10000080) + " +" + iPower.ToString("0.00"));
        AddHudTextShow(NGUIUtil.GetStringByKey(10000081) + " +" + iHpAdd.ToString("0.00"), 0.8f);

        NGUIUtil.ExcuteWaitAction(gameObject, 1.8f, ShowUpQuilityWndCallBack);
    }
Пример #5
0
    /// <summary>
    /// 创建 3D 角色
    /// </summary>
    void Create3DSoldier()
    {
        if (m_soldierInfo == null)
        {
            return;
        }
        if (m_role == null)
        {
            m_role = new Role();
        }
        m_role.CreateSkin(MyHead.SoldierPos, m_soldierInfo.m_modeltype, m_soldierInfo.m_name, AnimatorState.Stand);
        //IGameRole i = GameRoleFactory.Create(MyHead.SoldierPos, m_soldierInfo.m_modeltype, m_soldierInfo.m_name, AnimatorState.Stand);
        if (m_role == null)
        {
            NGUIUtil.DebugLog("创建3D角色出错:modelType =" + m_soldierInfo.m_modeltype);
            return;
        }
        GameObject go = m_role.RoleSkinCom.tRoot.gameObject;

        go.name = m_soldierInfo.m_name;
        go.transform.localScale = new Vector3(100f, 100f, 100f);
        Vector3 pos = go.transform.localPosition;

        pos.z -= 270;
        pos.y += 20;
        go.transform.localPosition = pos;
        GameObjectLoader.SetGameObjectLayer(go, gameObject.layer);
        if (m_soldierInfo.m_modeltype == 100003)
        {
            CreatePet1002(go.transform);
        }
    }
Пример #6
0
    /// <summary>
    /// 创建蹦蹦
    /// </summary>
    void CreatePet1002(Transform parent)
    {
        Pet pet = new Pet();

        pet.CreateSkin(parent, 1002, "1002", AnimatorState.WinStart);
        // IGameRole i = GameRoleFactory.Create(parent, 1002, "1002", AnimatorState.WinStart);
        GameObject go = pet.PetSkinCom.tRoot.gameObject;

        GameObjectLoader.SetGameObjectLayer(go, parent.gameObject.layer);
        Vector3 pos = pet.PetSkinCom.tRoot.localPosition;

        pos = U3DUtil.AddX(pos, 0.9f);
        go.transform.localPosition = pos;
        go.transform.localScale    = Vector3.one;
    }
Пример #7
0
    /// <summary>
    /// 创建建筑
    /// </summary>
    void CreateBuilding(BuildInfo roomBuild)
    {
        // 创建地形
        if (roomBuild == null)
        {
            return;
        }

        GameObject dropHeroChild = new GameObject("dropHeroChild");

        dropHeroChild.transform.parent = MyHead.BtnClickTrap.transform;

        Vector2 size      = new Vector2(roomBuild.m_Shape.width, roomBuild.m_Shape.height);
        Vector3 pos       = new Vector3(-50f * size.x, -47.6f, -600f);
        Vector3 scaleSize = new Vector3(35f, 35f, 35f);

        if (size.y >= 2)
        {
            scaleSize = new Vector3(20f, 20f, 20f);
            pos       = new Vector3(-50f * size.x + 20f, -47.6f, -600f);
        }

        dropHeroChild.transform.localPosition = pos;
        dropHeroChild.transform.localScale    = scaleSize;

        Vector3 local = Vector3.zero;
        Vector3 world = dropHeroChild.transform.TransformPoint(local);

        roomBuild.m_cx = 0;
        roomBuild.m_cy = 0;
        m_buildlife    = LifeFactory.CreateBuilding(roomBuild, 0, dropHeroChild.transform, world, LifeEnvironment.View);
        if (m_buildlife != null)
        {
            m_buildlife.PlayViewAni();
            if (roomBuild.BuildType == 1605)
            {
                ParticleEffect effect = m_buildlife.m_thisT.gameObject.AddComponent <ParticleEffect>();
                effect.EnabelScale = true;
            }
        }
        // 创建房间外壳
        if (roomBuild.m_RoomType != RoomType.DeckTrap)   //非甲板房间需加壳
        {
            GenerateShip.GenerateShipBuildingShell(dropHeroChild.transform, roomBuild.GetBuildCanvasInfo());
        }

        GameObjectLoader.SetGameObjectLayer(dropHeroChild, gameObject.layer);
    }
Пример #8
0
    /// <summary>
    /// 创建建筑
    /// </summary>
    void CreateBuilding(BuildInfo roomBuild)
    {
        // 创建地形
        if (roomBuild == null)
        {
            return;
        }
        GameObject dropHeroChild = new GameObject("dropHeroChild");

        dropHeroChild.transform.parent = MyHead.DropHero;
        Vector2 size      = new Vector2(roomBuild.m_Shape.width, roomBuild.m_Shape.height);
        Vector3 pos       = new Vector3(-50f * size.x, 40f, -600f);
        Vector3 scaleSize = new Vector3(35f, 35f, 35f);

        dropHeroChild.transform.localPosition = pos;
        dropHeroChild.transform.localScale    = scaleSize;

        Vector3 local = Vector3.zero;
        Vector3 world = dropHeroChild.transform.TransformPoint(local);

        roomBuild.m_cx = 0;
        roomBuild.m_cy = 0;
        Building buildlife = LifeFactory.CreateBuilding(roomBuild, 0, dropHeroChild.transform, world, LifeEnvironment.View);

        if (buildlife != null)
        {
            buildlife.PlayClickAni();
        }
        // 创建房间外壳
        if (roomBuild.m_RoomType != RoomType.DeckTrap)   //非甲板房间需加壳
        {
            GenerateShip.GenerateShipBuildingShellWithouClear(dropHeroChild.transform, roomBuild.GetBuildCanvasInfo());
        }
        m_Tropies = dropHeroChild;
        SetStarsLevel(roomBuild.StarLevel);
        GameObjectLoader.SetGameObjectLayer(dropHeroChild, gameObject.layer);

        NGUIUtil.SetActive(MyHead.Building, true);
        string[] s = roomBuild.m_Desc.Split(new string[] { "\\n" }, StringSplitOptions.RemoveEmptyEntries);
        if (s.Length > 1)
        {
            string text = string.Format("{0}{1}", NGUIUtil.GetStringByKey(88800039), s[0]);
            NGUIUtil.SetLableText(MyHead.LblBuildDesc, text);
            NGUIUtil.SetLableText(MyHead.LblBuildEffect, s[1]);
        }
    }
Пример #9
0
    /// <summary>
    /// 升级特效
    /// </summary>
    public void UpLevelEffect()
    {
        Vector3 pos = new Vector3(0, -10, ConstantData.iDepBefore3DModel);
        GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", "2000711",
                                                        pos, MyHead.SoldierPos);

        gae.gameObject.AddComponent <SetRenderQueue>();

        if (gae != null)
        {
            GameObjectLoader.SetGameObjectLayer(gae.gameObject, MyHead.SoldierPos.gameObject.layer);
            GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.8f);
            gae.AddAction(ndEffect);
            gae.gameObject.transform.localPosition = pos;
        }
        SoundPlay.Play("hero_promotion", false, false);
    }
Пример #10
0
    /// <summary>
    /// 创建蹦蹦
    /// </summary>
    void CreatePet1002(Transform parent)
    {
        Pet p = new Pet();

        p.CreateSkin(parent, 1002, "1002", AnimatorState.WinStart);
        // IGameRole i = GameRoleFactory.Create(parent, 1002, "1002", AnimatorState.WinStart);
        GameObject go = p.PetSkinCom.tRoot.gameObject;

        //		RolePropertyM peet = i.GetBodyComponent<RolePropertyM>(); ;
        //		if(peet != null)
        //		{
        //			peet.SetAnimatorEnable(false);
        //		}
        GameObjectLoader.SetGameObjectLayer(go, parent.gameObject.layer);
        Vector3 pos = p.PetSkinCom.tRoot.localPosition;

        pos = U3DUtil.AddX(pos, 0.9f);
        go.transform.localPosition = pos;
        go.transform.localScale    = Vector3.one;
    }
Пример #11
0
    //闪黄
    void Step1(object o)
    {
        if (MyHead.Content != null)
        {
            MyHead.Content.SetActive(false);
        }
        DestoryEffect(true);
        GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", "2000401_04",
                                                        Vector3.zero, MyHead.Drop);

        gae.gameObject.AddComponent <SetRenderQueue>();

        if (gae != null)
        {
            GameObjectLoader.SetGameObjectLayer(gae.gameObject, MyHead.Drop.gameObject.layer);
            m_effect.Add(gae.gameObject);
            GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(0.27f);
            ndEffect.m_complete = Step2;
            gae.AddAction(ndEffect);
        }
    }
Пример #12
0
 public void UpStarEffect()
 {
     for (int i = 0; i < MyHead.SprStars.Length; i++)
     {
         if (MyHead.SprStars[i].spriteName == "icon033")
         {
             Vector3 pos = MyHead.SprStars[i].transform.localPosition;
             GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", "2000741",
                                                             pos, MyHead.SprStars[i].transform.parent);
             gae.gameObject.AddComponent <SetRenderQueue>();
             if (gae != null)
             {
                 GameObjectLoader.SetGameObjectLayer(gae.gameObject, MyHead.SprStars[i].transform.parent.gameObject.layer);
                 GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(2f);
                 gae.AddAction(ndEffect);
                 gae.gameObject.transform.localPosition = pos;
             }
             MyHead.SprStars[i].spriteName = "icon032";
             SoundPlay.Play("hero_promotion", false, false);
             break;
         }
     }
 }