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); }
private void SoldierQualityUpResponse(int nErrorCode) { if (nErrorCode == 0) { m_soldierInfo = SoldierDC.GetSoldiers(m_ID); SetData(m_soldierInfo); float duration = ShowQualityAddGrow(m_preSoldierInfo, m_soldierInfo); UpLevelEffect(); //播放炮弹兵动作 和 独白 NGUIUtil.ExcuteWaitAction(gameObject, duration, ShowUpQualityWndCallBack); } }
/// <summary> /// 906 升星 /// </summary> /// <param name="nErrorCode"></param> void TrapStarUp_Resp(int nErrorCode) { if (nErrorCode == 0) { UpStarEffect(); UpReSetUI(); ShowStarAddGrow(); NGUIUtil.ExcuteWaitAction(gameObject, 1.2f, ShowUpStarWndCallBack); } }
private void SoldierStarUpResponse(int nErrorCode) { if (nErrorCode == 0) { m_soldierInfo = SoldierDC.GetSoldiers(m_ID); SetData(m_soldierInfo); ShowStarAddGrow(); UpLevelEffect(); NGUIUtil.ExcuteWaitAction(gameObject, 1.2f, ShowUpStarWndCallBack); } else { NGUIUtil.DebugLog("炮弹兵升星失败 =" + nErrorCode); } }