Пример #1
0
        // 执行技能受伤
        public void execHurt(SkillHurtItem item)
        {
            Ctx.m_instance.m_logSys.fightLog("[Fight] 开始执行技能被击 execHurt");

            LinkEffect effect = null;

            if (item.bDamage)                                                              // 检查是否是伤血
            {
                effect = m_card.effectControl.addLinkEffect(HurtItemBase.DAMAGE_EFFECTID); // 掉血特效必然播放
                effect.addEffectPlayEndHandle(item.onHurtExecEnd);

                // 播放伤害数字
                if (item.svrCard.popDamValue > 0)
                {
                    m_card.playFlyNum((int)-item.svrCard.popDamValue);
                }
            }
            else if ((int)item.svrCard.popHpValue > 0)       // 回血
            {
                //if (!item.bStateChange())
                //{
                m_card.playFlyNum((int)item.svrCard.popHpValue);
                item.onHurtExecEnd(null);           // 直接结束当前技能被击 Item
                //}
            }
            else                          // 不伤血也不加血,直接结束
            {
                item.onHurtExecEnd(null); // 直接结束当前技能被击 Item
            }

            m_card.sceneCardBaseData.m_effectControl.updateAttHurtStateEffect(item);

            // 更新自己的属性显示
            m_card.updateCardDataChangeBySvr(item.svrCard);
        }
Пример #2
0
 // 添加边框特效
 protected void addFrameEffect()
 {
     if (m_frameEffect == null)
     {
         m_frameEffect = addLinkEffect(m_frameEffectId, false, true);
     }
 }
Пример #3
0
        // 执行普通死亡
        public void execHurt(DieItem item)
        {
            LinkEffect effect = null;

            effect = m_card.effectControl.addLinkEffect(item.dieEffectId);  // 死亡特效
            effect.addEffectPlayEndHandle(item.onHurtExecEnd);
        }
Пример #4
0
 // 添加边框特效
 protected void addFrameEffect()
 {
     if (m_effect == null)
     {
         m_effect = Ctx.m_instance.m_sceneEffectMgr.addLinkEffect(30, gameObject(), false, true) as LinkEffect;
     }
 }
Пример #5
0
        // 每一个状态对应一个特效,这个特效是循环特效,每一次战斗都要更新状态,双方的场牌,英雄卡、技能卡
        override public void updateAttHurtStateEffect(FightItemBase item)
        {
            LinkEffect effect = null;

            if (item.bStateChange())       // 每一个状态对应一个特效,需要播放特效
            {
                int idx = 0;
                TableStateItemBody stateTabelItem = null;
                for (idx = 1; idx < (int)StateID.CARD_STATE_MAX; ++idx)
                {
                    if (UtilMath.checkState((StateID)idx, item.changedState))   // 如果这个状态改变
                    {
                        if (UtilMath.checkState((StateID)idx, item.curState))   // 如果是增加状态
                        {
                            stateTabelItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_STATE, (uint)idx).m_itemBody as TableStateItemBody;
                            if (stateTabelItem.m_effectId > 0)
                            {
                                effect = m_card.effectControl.startStateEffect((StateID)idx, stateTabelItem.m_effectId);
                            }
                        }
                        else    // 删除状态,停止特效
                        {
                            m_card.effectControl.stopStateEffect((StateID)idx);
                        }
                    }
                }
            }
        }
Пример #6
0
 public void showResult()
 {
     if (m_firstEffect == null)
     {
         m_firstEffect = Ctx.m_instance.m_sceneEffectMgr.addLinkEffect(m_firstEffectId, gameObject(), true, false) as LinkEffect;
     }
     m_firstEffect.addEffectPlayEndHandle(onFirstEffectPlayEndHandle);
 }
Пример #7
0
 protected void testSpriteEffect()
 {
     m_linkEffect = Ctx.m_instance.m_sceneEffectMgr.createAndAdd(EffectType.eLinkEffect, EffectRenderType.eSpriteEffectRender) as LinkEffect;
     m_linkEffect.setGameObject(m_spriteGo);
     m_linkEffect.setTableID(1);
     m_linkEffect.setLoop(true);
     m_linkEffect.play();
 }
Пример #8
0
        protected void onFirstEffectPlayEndHandle(IDispatchObject dispObj)
        {
            UtilApi.addEventHandle(m_model.selfGo, OnBtnClk);

            m_firstEffect = null;
            if (m_sndEffect == null)
            {
                m_sndEffect = Ctx.m_instance.m_sceneEffectMgr.addLinkEffect(m_sndEffectId, gameObject(), false, true) as LinkEffect;
            }
        }
Пример #9
0
        override public void dispose()
        {
            base.dispose();

            if (m_effect != null)
            {
                m_effect.dispose();
                m_effect = null;
            }
        }
Пример #10
0
        // 添加连接特效,固定不动,连接特效在关联的实体释放的时候,需要释放资源
        public LinkEffect addLinkEffect(int id, bool bAutoRemove = true, bool bLoop = false, bool bPlay = true)
        {
            addFrameSpriteGO();

            LinkEffect effect = Ctx.m_instance.m_sceneEffectMgr.addLinkEffect(id, m_effectRootGO, bAutoRemove, bLoop, bPlay) as LinkEffect;

            m_linkEffectList.Add(effect);
            effect.addEffectPlayEndHandle(onLinkEffectPlayEnd);
            effect.linkedEntity = this.m_card;
            return(effect);
        }
Пример #11
0
 public void playEffect()
 {
     if (m_effect == null)
     {
         m_effect = Ctx.m_instance.m_sceneEffectMgr.addLinkEffect(15, m_model.selfGo, false);
         m_effect.linkedEntity = this;
     }
     else
     {
         m_effect.play();
     }
 }
Пример #12
0
        override public void dispose()
        {
            if (m_firstEffect != null)
            {
                m_firstEffect.dispose();
                m_firstEffect = null;
            }

            if (m_sndEffect != null)
            {
                m_sndEffect.dispose();
                m_sndEffect = null;
            }
        }
Пример #13
0
 // 添加技能准备特效,主要是法术卡,但是释放的时候基本都是英雄卡上
 public void startSkillAttPrepareEffect(int effectId)
 {
     if (m_skillAttPrepareEffect == null)
     {
         m_skillAttPrepareEffect = addLinkEffect(effectId, false, true);
     }
     else
     {
         m_skillAttPrepareEffect.setTableID(effectId);
         if (m_skillAttPrepareEffect.bPlay())
         {
             m_skillAttPrepareEffect.stop();                       // 直接停止掉
         }
         m_skillAttPrepareEffect.play();
     }
 }
Пример #14
0
        // 执行普通受伤
        public void execHurt(ComHurtItem item)
        {
            Ctx.m_instance.m_logSys.fightLog("[Fight] 执行普通受伤 execHurt");

            LinkEffect effect = null;

            if (item.bDamage)              // 如果受伤
            {
                if (item.hurtEffectId > 0) // 如果有特效需要播放,并且被击结束以特效为标准
                {
                    Ctx.m_instance.m_logSys.fightLog("[Fight] 执行普通播放受伤特效");

                    effect = m_card.effectControl.addLinkEffect(item.hurtEffectId);     // 被击特效
                    m_card.effectControl.addLinkEffect(HurtItemBase.DAMAGE_EFFECTID);   // 掉血特效必然播放
                    effect.addEffectPlayEndHandle(item.onHurtExecEnd);
                }

                // 播放伤害数字
                m_card.playFlyNum(-item.damage);
            }
            else if (item.bAddHp)       // 回血
            {
                // 仅仅改变属性
                //if (!item.bStateChange())   // 如果没有状态变化,直接结束,如果有,会释放特效结束
                //{
                m_card.playFlyNum(item.addHp);
                item.onHurtExecEnd(null);
                //}
            }
            else    // 不伤血也不加血,直接结束
            {
                item.onHurtExecEnd(null);
            }

            m_card.sceneCardBaseData.m_effectControl.updateAttHurtStateEffect(item);

            // 更新自己的属性显示
            m_card.updateCardDataChangeBySvr(item.svrCard);
        }
Пример #15
0
        // 每一次回合开始就更新牌的状态,双方的场牌,英雄卡、技能卡
        override public void updateStateEffect()
        {
            LinkEffect         effect         = null;
            int                idx            = 0;
            TableStateItemBody stateTabelItem = null;

            for (idx = 1; idx < (int)StateID.CARD_STATE_MAX; ++idx)
            {
                if (UtilMath.checkState((StateID)idx, m_card.sceneCardItem.svrCard.state))   // 如果这个状态改变
                {
                    stateTabelItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_STATE, (uint)idx).m_itemBody as TableStateItemBody;
                    if (stateTabelItem.m_effectId > 0)
                    {
                        effect = m_card.effectControl.startStateEffect((StateID)idx, stateTabelItem.m_effectId);
                    }
                }
                else    // 删除状态,停止特效
                {
                    m_card.effectControl.stopStateEffect((StateID)idx);
                }
            }
        }
Пример #16
0
        override public void dispose()
        {
            base.dispose();

            if (m_selfTex != null)
            {
                Ctx.m_instance.m_texMgr.unload(m_selfTex.GetPath(), null);
                m_selfTex = null;
            }

            if (m_enemyTex != null)
            {
                Ctx.m_instance.m_texMgr.unload(m_enemyTex.GetPath(), null);
                m_enemyTex = null;
            }

            if (m_effect != null)
            {
                m_effect.dispose();
                m_effect = null;
            }
        }
Пример #17
0
        public override void dispose()
        {
            if (m_frameEffect != null)
            {
                //m_frameEffect.dispose();
                m_frameEffect = null;
            }

            if (m_skillAttPrepareEffect != null)
            {
                m_skillAttPrepareEffect = null;
            }

            m_stateEffectList.Clear();

            foreach (var effect in m_linkEffectList.list)
            {
                effect.dispose();
            }
            m_linkEffectList.Clear();

            base.dispose();
        }