Пример #1
0
    public void InitLine()
    {
        List <Line>  lineList = magic.getLine();
        List <Point> Plist    = magic.getPoint();

        foreach (Line l in lineList)
        {
            //获取两端节点
            int p1 = l.p1;
            int p2 = l.p2;
            //查询节点坐标
            Vector3 pos1 = GameObject.FindGameObjectWithTag(p1.ToString()).transform.position;
            Vector3 pos2 = GameObject.FindGameObjectWithTag(p2.ToString()).transform.position;
            //生成线
            linePerb.GetComponent <LineRenderer>().SetPosition(0, pos1);
            linePerb.GetComponent <LineRenderer>().SetPosition(1, pos2);


            GameObject lineP = GameObject.Instantiate(linePerb);
            lineP.transform.parent = lines.transform;
            lineP.SetActive(false);
            lineGameObjectlist.Add(lineP);

            if (Plist[p1].MaxMagic != 0 && Plist[p2].MaxMagic != 0)
            {
                lineP.SetActive(true);
            }
        }
    }
Пример #2
0
    public void InitLine()
    {
        List <Line>  lineList = magic.getLine();
        List <Point> Plist    = magic.getPoint();

        foreach (Line l in lineList)
        {
            //获取两端节点
            int p1 = l.p1;
            int p2 = l.p2;
            //查询节点坐标
            Vector3 pos1 = GameObject.FindGameObjectWithTag(p1.ToString()).transform.position;
            Vector3 pos2 = GameObject.FindGameObjectWithTag(p2.ToString()).transform.position;
            //生成线
            linePerb.GetComponent <LineRenderer>().SetPosition(0, pos1);
            linePerb.GetComponent <LineRenderer>().SetPosition(1, pos2);

            linePerb.GetComponentInChildren <ParticleSystem>().Pause();
            GameObject lineP = GameObject.Instantiate(linePerb);
            lineP.transform.parent = lines.transform;

            lineGameObjectlist.Add(lineP);
        }

        //特效测试
        for (int i = 0; i < 6; ++i)
        {
            Line l = lineList[i];
            EFController.Instance.NewLineCreatAnimation(pointGameObjectlist[l.p1], pointGameObjectlist[l.p2], lineGameObjectlist[i], 0, 30);
        }
        for (int i = 6; i < 24; ++i)
        {
            Line l = lineList[i];
            EFController.Instance.NewLineCreatAnimation(pointGameObjectlist[l.p1], pointGameObjectlist[l.p2], lineGameObjectlist[i], 40, 25);
        }
        for (int i = 24; i < 39; ++i)
        {
            Line l = lineList[i];
            EFController.Instance.NewLineCreatAnimation(pointGameObjectlist[l.p1], pointGameObjectlist[l.p2], lineGameObjectlist[i], 75, 20);
        }

        EFController.Instance.NewRingCreatAnimation(nodes.transform.GetChild(0).gameObject, 105, 25, 0.95f, 0.8f);
        //if(magic.getPoint(16).MaxMagic > 0 || magic.getPoint(17).MaxMagic > 0 || magic.getPoint(18).MaxMagic > 0)
        EFController.Instance.NewRingCreatAnimation(nodes.transform.GetChild(1).gameObject, 100, 25, 2.4f, 0.8f);
    }
Пример #3
0
    // Use this for initialization
    void Start()
    {
        magic = MagicCore.Instance;
        lineGameObjectlist  = new List <GameObject>();
        pointGameObjectlist = new List <GameObject>();
        instance            = node;
        lineList            = magic.getLine();
        Plist = magic.getPoint();
        //初始化节点位置
        InitPointPos();

        //初始化连线
        InitLine();

        //初始化花纹
        InitFigure();
    }