public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; m_movePosAttackDesc = (MovePosAttackDesc)cellData; m_param = null; m_uuid = -1; m_needMove = false; m_canResetDistance = false; m_distance = 0; m_dstPos = Vector3.zero; }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; cellDesc = (CompositedSkillCellDesc)cellData; SkillList.Clear(); timer = 0; for (int i = 0; i < cellDesc.SkillList.Count; ++i) { SkillList.Add(cellDesc.SkillList[i]); } }
//float freq = 0.5f; //float timer = 0; //float lastTime = 1f; //bool isAoe = true; //ActorObj target = null; public override void Init(ISkillCellData cellData, SkillBase skillBase) { //m_skillBase = skillBase; cellDesc = (ForceFactoryCellDesc)cellData; radius = cellDesc.Radius; speed = cellDesc.Speed; ////isAoe = cellDesc.IsAoe; //timer = 0; //lastTime = cellDesc.LastTime; //target = null; radiusSQ = radius * radius; // InvokeRepeating("AffectTarget", 0f, freq); }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { //m_dataIndex = param.damageCellIndex; m_oneDamageInfo = (OneDamageInfo)cellData; m_skillBase = skillBase; //重新计算hittime if (skillBase.m_skilleffect != null) { // m_oneDamageInfo.hitTime = skillBase.m_skilleffect.delay * 0.001f; } m_dataIndex = 0; m_repeateKeep = 0; m_isHadLoadFrameStop = false; }
public override void Preload(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; m_actionCellDesc = (ActionCellDesc)cellData; if (m_actionCellDesc.efx.Length > 0) { GameObject efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(m_actionCellDesc.efx); CoreEntry.gGameObjPoolMgr.Destroy(efxObj); } //if (0 != m_actionCellDesc.efxWarning.Length) //{ // m_WarningefxObj = Instantiate( // CoreEntry.gResLoader.LoadResource(m_actionCellDesc.efxWarning)) as GameObject; //} }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; m_summonDesc = (SummonCellDesc)cellData; // 初始化位置 if (m_summonDesc.npcPosType == 0) // 9宫格 { m_posList[0] = new Vector3(1f, 0, 0); m_posList[1] = new Vector3(-1f, 0, 0); m_posList[2] = new Vector3(0, 0, 1f); m_posList[3] = new Vector3(0, 0, -1f); m_posList[4] = new Vector3(1f, 0, 1f); m_posList[5] = new Vector3(-1f, 0, 1f); m_posList[6] = new Vector3(1f, 0, -1f); m_posList[7] = new Vector3(-1f, 0, -1f); } else if (m_summonDesc.npcPosType == 1) // 前排 { m_posList[0] = new Vector3(0, 0, 1f); m_posList[1] = new Vector3(1f, 0, 1f); m_posList[2] = new Vector3(-1f, 0, 1f); m_posList[3] = new Vector3(0, 0, 2f); m_posList[4] = new Vector3(1f, 0, 2f); m_posList[5] = new Vector3(-1f, 0, 2f); } else if (m_summonDesc.npcPosType == 2) // 后排 { m_posList[0] = new Vector3(0, 0, -1f); m_posList[1] = new Vector3(1f, 0, -1f); m_posList[2] = new Vector3(-1f, 0, -1f); m_posList[3] = new Vector3(0, 0, -2f); m_posList[4] = new Vector3(1f, 0, -2f); m_posList[5] = new Vector3(-1f, 0, -2f); } }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { if (skillBase == null) { return; } bool can = skillBase.m_actor.IsMainPlayer() || skillBase.m_actor.mActorType == ActorType.AT_BOSS; if (!can) { return; } desc = cellData as CameraZoomCellDesc; if (desc == null) { return; } beginTime = Time.time; isBlurEnd = false; setBlur = false; isZoomEnd = false; }
public override void Preload(ISkillCellData cellData, SkillBase skillBase) { Init(cellData, skillBase); }
//void Awake() //{ // m_gameDBMgr = CoreEntry.gGameDBMgr; //} public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; //m_dataIndex = param.damageCellIndex; m_fireFlyAttackDesc = (FireFlyAttackDesc)cellData; }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; m_bossDeathFromSkyDesc = (BossDeathFromSkyDesc)cellData; }
public virtual void Init(ISkillCellData cellData, SkillBase skillBase, ActorObj actorBase) { }
//todo:addevent public virtual void Init(ISkillCellData cellData, SkillBase skillBase) { }
//private FrameStopCellDesc m_frameStopCellDesc = null; //顿帧,屏震一次伤害只处理一次 //private bool m_isHadLoadFrameStop = false; public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; //聚怪技能 配置 m_oneDamageInfo = (OneDamageInfo)cellData; }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; m_actionCellDesc = (ActionCellDesc)cellData; }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_CellData = (StealthCellDesc)cellData; m_SkillBase = skillBase; }
public virtual void Preload(ISkillCellData cellData, SkillBase skillBase) { }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { base.Init(cellData, skillBase); }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; m_curveDamageCellDesc = (CurveDamageCellDesc)cellData; m_curIndex = 0; }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; cellDesc = (PositionCellDesc)cellData; skillBase.ShouldUpdatePositionToCastObj = false; orgPos = m_skillBase.m_actor.transform.position; orgFront = m_skillBase.m_actor.transform.forward; orgRight = m_skillBase.m_actor.transform.right; targetTransform = null; if (cellDesc != null) { //有对应的行为技能ID if (cellDesc.BehaviorSkillId > 0) { behaviorSkillDesc = skillBase.m_actor.GetCurSkillDesc(cellDesc.BehaviorSkillId); if (behaviorSkillDesc != null) { ActorObj targetActorBase = skillBase.m_actor.GetTargetFromSelector(behaviorSkillDesc, null); if (targetActorBase != null) { targetTransform = targetActorBase.transform; } } } else { //默认技能行为 if (skillBase.m_hitActor != null) { targetTransform = skillBase.m_hitActor.transform; } } //是否attach到actor上 if (cellDesc.AttachToActor) { if (cellDesc.SyncRotation) { skillBase.transform.parent = targetTransform; BaseTool.ResetTransform(skillBase.transform); skillBase.transform.localPosition += cellDesc.AttachOffset; } else { SyncPosition(); BaseTool.SetLocalPosition(m_skillBase.transform, curMovingPos); } } else { //走相应的轨迹 if (cellDesc.PointList.Count > 0) { BaseTool.SetPosition(skillBase.transform, GetPos(0)); skillBase.transform.forward = skillBase.transform.forward; currentIndex = 0; } } //同步施法者位置 if (cellDesc.SyncOwnerPosition) { BaseTool.SetPosition(m_skillBase.m_actor.transform, skillBase.transform.position); } Reset(); if (cellDesc.DelayMovingTime >= 0) { //吟唱后,发射子弹 float curTime = m_skillBase.GetCurActionTime(); if (cellDesc.DelayMovingTime <= curTime) { StartToMove(); } else { Invoke("StartToMove", cellDesc.DelayMovingTime - curTime); } } } }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; m_collideDamage = (CollideDamageDesc)cellData; }