/// <summary>
    /// 创建怪物
    /// </summary>
    private void CreateMonterObject()
    {
        MonsterTemplate     _monsterData = (MonsterTemplate)DataTemplate.GetInstance().m_MonsterTable.getTableData(GlobalMembers.SPELL_SHOW_MONTER_ID);
        ArtresourceTemplate _atrRes      = (ArtresourceTemplate)DataTemplate.GetInstance().m_ArtresourceTable.getTableData(_monsterData.getArtresources());
        GameObject          _assetRes    = AssetLoader.Inst.GetAssetRes(_atrRes.getArtresources());

        if (_assetRes != null)
        {
            GameObject _go = Instantiate(_assetRes, m_BossPos.position, m_BossPos.rotation) as GameObject;
            SceneObjectManager.GetInstance().SceneObjectAddMonster(_go, 1, 0);
            //_go.transform.rotation = Quaternion.Euler(_go.transform.rotation.x, 180, _go.transform.rotation.z);
            _go.transform.localScale = new Vector3(3, 3, 3);
            Animation _anim = _go.GetComponent <Animation>();
            if (_anim == null)
            {
                return;
            }
            if (_go.GetComponent <Animation>()["Idle1"] != null)
            {
                _go.GetComponent <Animation>().CrossFade("Idle1");
            }
            else if (_go.GetComponent <Animation>()["Nidle1"] != null)
            {
                _go.GetComponent <Animation>().CrossFade("Nidle1");
            }
            _go.GetComponent <Animation>().wrapMode = WrapMode.Loop;
        }
    }
Пример #2
0
        private void SelectFireSigh()
        {
            if (m_CurTouchState == TouchState.SelectSkillTarget_state)
            {
                return;
            }

            if (Input.GetMouseButtonDown(0))
            {
                // TODO... GUIDE
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit))
                {
                    GameObject obj = hit.transform.gameObject;
                    if (obj)
                    {
                        ObjectCreature objC = SceneObjectManager.GetInstance().GetSceneObjectByGameObject(obj);
                        if (objC != null && objC.GetGroupType() == EM_OBJECT_TYPE.EM_OBJECT_TYPE_MONSTER && objC.IsAlive())
                        {
                            SceneObjectManager.GetInstance().UpdateFireSignCreature(objC);
                        }
                    }
                }
            }
        }
        bool IsFrontRowDie()
        {
            bool firstDie = SceneObjectManager.GetInstance().IsMonsterDie(CurrentFightCount, 0);
            bool secDie   = SceneObjectManager.GetInstance().IsMonsterDie(CurrentFightCount, 1);

            return(firstDie && secDie);
        }
 //######################################################技能攻击动作接口###############################################
 //飞行技能攻击回调
 // 创建技能弹道特效 [3/4/2015 Zmy]
 private void SkillAttack_Fly(string nCurHit)
 {
     if (nCurHit.Contains(".0"))
     {
         string _tmp = nCurHit.Substring(0, nCurHit.LastIndexOf(".0"));
         if (_tmp.Equals("-1") || string.IsNullOrEmpty(_tmp))
         {
             SceneObjectManager.GetInstance().SkillAttack_CallBack(gameObject, m_OwnerType, 1, 1);
         }
         else
         {
             SceneObjectManager.GetInstance().SkillAttack_CallBack(gameObject, m_OwnerType, 1, int.Parse(_tmp));
         }
     }
     else
     {
         if (nCurHit.Equals("-1") || string.IsNullOrEmpty(nCurHit))
         {
             SceneObjectManager.GetInstance().SkillAttack_CallBack(gameObject, m_OwnerType, 1, 1);
         }
         else
         {
             try
             {
                 SceneObjectManager.GetInstance().SkillAttack_CallBack(gameObject, m_OwnerType, 1, int.Parse(nCurHit));
             }
             catch (System.Exception ex)
             {
                 LogManager.LogError("!!!Error: SkillAttack_Fly() param Parse is error!! the GameObject is:" + gameObject + "====param is :" + nCurHit);
             }
         }
     }
 }
Пример #5
0
    public override void InitUIView()
    {
        base.InitUIView();

        m_BossText.text        = "It's only a Accident";
        m_DamageText.text      = GameUtils.getString("legend_of_the_war_content6");
        m_DamagePointText.text = SceneObjectManager.GetInstance().WorldBossDamageSum.ToString();
        m_AwardText.text       = GameUtils.getString("legend_of_the_war_content7");

        if (m_FightState == FightState.FightWin)
        {
            m_KillText.gameObject.SetActive(true);
            if (m_BossPassDataPack.m_Result == BossPassDataPack.END_KILLBOSS)
            {
                m_KillText.text = GameUtils.getString("legend_of_the_war_content3");
            }
            else if (m_BossPassDataPack.m_Result == BossPassDataPack.END_ISKILL)
            {
                m_KillText.text = string.Format(GameUtils.getString("legend_of_the_war_content4"), m_BossPassDataPack.m_BossKillName);
            }
        }
        else
        {
            m_KillText.gameObject.SetActive(false);
        }
        LoadAwardItem();
    }
Пример #6
0
        private void UpdateHeroBoarding()
        {
            moveTime += Time.deltaTime;

            if (moveTime < 0.1f)
            {
                return;
            }

            moveTime = 0f;

            int nHeroCount = SceneObjectManager.GetInstance().GetObjectHeroCount();

            for (int i = 0; i < nHeroCount; i++)
            {
                ObjectHero HeroObj = SceneObjectManager.GetInstance().GetHeroObject(i);
                if (HeroObj != null && HeroObj.IsAlive())
                {
                    NavMeshAgent Nav = HeroObj.GetNavMesh();
                    Nav.speed = HeroObj.GetMoveSpeed();
                    Nav.SetDestination(FightEditorContrler.GetInstantiate().GetFormationPos(HeroObj));
                    //HeroObj.SetWorldPosRotation(FightEditorContrler.GetInstantiate().GetFormationPos(HeroObj), FightEditorContrler.GetInstantiate().GetFormationAngle(HeroObj));
                    HeroObj.SetObjectActionState(ObjectCreature.ObjectActionState.boarding);
                    HeroObj.GetAnimation().Anim_Fidle(false);
                }
            }
        }
Пример #7
0
        //当前战斗结束 [1/21/2015 Zmy]
        private void OnRoundOver()
        {
            //每回合结束 清空敌方的怒气值 [3/3/2015 Zmy]
            m_EnemyPower.OnUpdatePowerValue(-m_EnemyPower.GetPowerValue());
            //击杀一波怪物后,对本方怒气进行奖励刷新 [3/3/2015 Zmy]
            EachRewardPower();


            GameEventDispatcher.Inst.dispatchEvent(GameEventID.F_BattleRoundOver);

            if (ObjectSelf.GetInstance().LimitFightMgr.m_bStartEnter)
            {
                ObjectSelf.GetInstance().LimitFightMgr.SendRoundOver();
            }
            else
            {
                //胜利条件
                if (m_RoundInScene == FightEditorContrler.GetInstantiate().GetMonsterGroupCount())
                {
                    SetFightState(FightState.FightWin);
                }
                else
                {
                    FightEditorContrler.GetInstantiate().CamPause();
                    SetFightState(FightState.HeroMove);
                }
            }
            //每回合结束 清空战斗数据。 [6/26/2015 Zmy]
            SceneObjectManager.GetInstance().UpdateRoundOver();
        }
Пример #8
0
    protected override void UpdateState()
    {
        if (GetOwnerType() == 1)
        {
            ObjectHero obj = (ObjectHero)SceneObjectManager.GetInstance().GetSceneObjectByGameObject(this.gameObject);
            if (obj != null)
            {
                CurState = obj.GetActionState();
                if (obj.GetCurLockTarget() != null)
                {
                    CurLockTarget = obj.GetCurLockTarget().GetGameObject();
                }
                if (obj.GetSkillLockTarget() != null)
                {
                    CurLockSkillTarget = obj.GetSkillLockTarget().GetGameObject();
                }
            }
        }
        else
        {
            ObjectMonster obj = (ObjectMonster)SceneObjectManager.GetInstance().GetSceneObjectByGameObject(this.gameObject);
            if (obj != null)
            {
                CurState = obj.GetActionState();
            }
        }

        if (m_EventData != null && _anim[lastAnimatimName] != null)
        {
            m_EventData.OnUpdateEvent(_event, _anim[lastAnimatimName]);
        }
    }
Пример #9
0
        //实例化Hero对象
        private void CallBack_InitHeroObject()
        {
            for (int i = 0; i < GlobalMembers.MAX_TEAM_CELL_COUNT; ++i)
            {
                int nGroup = ObjectSelf.GetInstance().Teams.GetDefaultGroup();
                if (nGroup < 0 && nGroup >= GlobalMembers.MAX_MATRIX_COUNT)
                {
                    continue;
                }
                X_GUID pMemberGuiD = null;

                if (ObjectSelf.GetInstance().LimitFightMgr.m_bStartEnter)
                {
                    pMemberGuiD = ObjectSelf.GetInstance().LimitFightMgr.m_HeroInfo[i];
                    if (ObjectSelf.GetInstance().LimitFightMgr.m_HeroHp[i] == 0)
                    {
                        //初始英雄时,如果血量记录是0 代表本次是继续开启的试炼。并且上次的英雄已死亡。那么本次不再实例化英雄 [6/19/2015 Zmy]
                        pMemberGuiD.CleanUp();
                    }
                }
                else
                {
                    pMemberGuiD = ObjectSelf.GetInstance().Teams.m_Matrix[nGroup, i]; //暂时默认上场第一组阵型的英雄[3/25/2015 Zmy]
                }
                if (!pMemberGuiD.IsValid())
                {
                    continue;
                }
                ObjectCard pHero = ObjectSelf.GetInstance().HeroContainerBag.FindHero(pMemberGuiD);
                if (pHero == null)
                {
                    continue;
                }
                ArtresourceTemplate _Artresourcedata = (ArtresourceTemplate)DataTemplate.GetInstance().m_ArtresourceTable.getTableData(pHero.GetHeroData().GetHeroViewID());
                if (_Artresourcedata == null)
                {
                    continue;
                }

                GameObject pHeroObject = AssetLoader.Inst.GetAssetRes(_Artresourcedata.getArtresources());
                if (pHeroObject != null)
                {
                    GameObject obj1 = Instantiate(pHeroObject, FightEditorContrler.GetInstantiate().GetFormationCenterPos(i), FightEditorContrler.GetInstantiate().GetFormationCenterAngle(i)) as GameObject;
                    GameUtils.SetLayerRecursively(obj1, FightEditorContrler.GetInstantiate().GetShadowCullMaskLayer());
                    float _zoom = _Artresourcedata.getArtresources_zoom();
                    obj1.transform.localScale = new UnityEngine.Vector3(_zoom, _zoom, _zoom);
                    SceneObjectManager.GetInstance().SceneObjectAddHero(obj1, pHero.GetHeroRow().getId(), pHero);
                    FightEditorContrler.GetInstantiate().InitFormationPos(pHero, i);
                }
            }
            FightEditorContrler.GetInstantiate().HeroPathInitSpeed();

            GameEventDispatcher.Inst.dispatchEvent(GameEventID.SE_StoryCameraEnd);

            //初始化完成后,切换状态 [1/20/2015 Zmy]
            SetFightState(FightState.prepareData);

            //初始入场怒气
            InitFightPower();
        }
Пример #10
0
        private void OnSceneFightLose()
        {
            int nHeroCount = SceneObjectManager.GetInstance().GetObjectHeroCount();

            for (int i = 0; i < nHeroCount; ++i)
            {
                ObjectHero HeroObj = SceneObjectManager.GetInstance().GetHeroObject(i);
                if (HeroObj != null && HeroObj.IsAlive())
                {
                    NavMeshAgent Nav = HeroObj.GetNavMesh();
                    Nav.SetDestination(HeroObj.GetGameObject().transform.position);
                    HeroObj.GetAnimation().Anim_Fidle(false);
                }
            }

            if (ObjectSelf.GetInstance().LimitFightMgr.m_bStartEnter)
            {
                ObjectSelf.GetInstance().LimitFightMgr.SendRoundOver();
            }
            else
            {
                if (ObjectSelf.GetInstance().WorldBossMgr.m_bStartEnter)
                {
                    ObjectSelf.GetInstance().WorldBossMgr.SendRoundOver();
                }
                else
                {
                    CEndBattle battle = new CEndBattle();
                    battle.pass = 0;// 未通过
                    IOControler.GetInstance().SendProtocol(battle);
                }
            }

            GameTimeControler.Inst.SetState(TimeScaleState.TimeScale_Normal);
        }
Пример #11
0
    public void SendRoundOver()
    {
        CEndlessPass     packet    = new CEndlessPass();
        List <FightInfo> _InfoList = SceneObjectManager.GetInstance().GetFightInfoList();

        for (int i = 0; i < _InfoList.Count; i++)
        {
            bool isAdd = false;
            if (i + 30 > _InfoList.Count || i % 10 == 0)
            {
                isAdd = true;
            }
            else
            {
                isAdd = IsAdd(_InfoList[i]);
            }

            if (!isAdd)
            {
                continue;
            }


            GNET.fightInfo _info = new GNET.fightInfo();
            GameUtils.CopyFightInfo(ref _info, _InfoList[i]);
            packet.fightinfolist.AddLast(_info);
        }
        IOControler.GetInstance().SendProtocol(packet);
    }
Пример #12
0
 private bool CheckCondition19(int[] Param)
 {
     m_TempSkillTag.Clear();
     if (m_ReleaseObj.GetGroupType() == EM_OBJECT_TYPE.EM_OBJECT_TYPE_HERO)
     {
         int count = SceneObjectManager.GetInstance().GetObjectMonsterCount();
         for (int i = 0; i < count; ++i)
         {
             for (int j = 0; j < Param.Length; ++j)
             {
                 if (SceneObjectManager.GetInstance().GetSceneMonsterList()[i].GetMonsterRow().getId() == Param[j])
                 {
                     m_TempSkillTag.Add(SceneObjectManager.GetInstance().GetSceneMonsterList()[i]);
                 }
             }
         }
     }
     else if (m_ReleaseObj.GetGroupType() == EM_OBJECT_TYPE.EM_OBJECT_TYPE_MONSTER)
     {
         int count = SceneObjectManager.GetInstance().GetObjectHeroCount();
         for (int i = 0; i < count; ++i)
         {
             for (int j = 0; j < Param.Length; ++j)
             {
                 if (SceneObjectManager.GetInstance().GetSceneHeroList()[i].GetHeroRow().getId() == Param[j])
                 {
                     m_TempSkillTag.Add(SceneObjectManager.GetInstance().GetSceneHeroList()[i]);
                 }
             }
         }
     }
     return(m_TempSkillTag.Count > 0);
 }
Пример #13
0
        private bool CheckCondition23(int[] Param)
        {
            if (m_ReleaseObj.GetGroupType() == EM_OBJECT_TYPE.EM_OBJECT_TYPE_HERO)
            {
                int count = SceneObjectManager.GetInstance().GetObjectHeroCount();
                for (int i = 0; i < count; ++i)
                {
                    for (int j = 0; j < Param.Length; ++j)
                    {
                        if (SceneObjectManager.GetInstance().GetSceneHeroList()[i].GetHeroRow().getId() == Param[j])
                        {
//                            m_TempSkillTag = SceneObjectManager.GetInstance().GetSceneHeroList()[i];
                            return(false);
                        }
                    }
                }
            }
            else
            {
                int count = SceneObjectManager.GetInstance().GetObjectMonsterCount();
                for (int i = 0; i < count; ++i)
                {
                    for (int j = 0; j < Param.Length; ++j)
                    {
                        if (SceneObjectManager.GetInstance().GetSceneMonsterList()[i].GetMonsterRow().getId() == Param[j])
                        {
//                            m_TempSkillTag = SceneObjectManager.GetInstance().GetSceneMonsterList()[i];
                            return(false);
                        }
                    }
                }
            }
            return(true);
        }
    /// <summary>
    /// 创建英雄
    /// </summary>
    private void CreateHeroObject()
    {
        GameObject _heroObject = AssetLoader.Inst.GetAssetRes(m_ArtResData.getArtresources());

        if (_heroObject != null)
        {
            Transform _pos = null;
            if (m_AttackType == 0)
            {
                _pos = m_HeroNearPos;
            }
            else
            {
                _pos = m_HeroFarPos;
            }
            GameObject _obj = Instantiate(_heroObject, _pos.position, _pos.rotation) as GameObject;
            _obj.transform.localScale = new Vector3(2, 2, 2);
            Animation _anim = _obj.GetComponent <Animation>();
            if (_anim == null)
            {
                return;
            }
            if (_obj.GetComponent <Animation>()["Idle1"] != null)
            {
                _obj.GetComponent <Animation>().CrossFade("Idle1");
            }
            else if (_obj.GetComponent <Animation>()["Nidle1"] != null)
            {
                _obj.GetComponent <Animation>().CrossFade("Nidle1");
            }
            _obj.GetComponent <Animation>().wrapMode = WrapMode.Loop;
            SceneObjectManager.GetInstance().SceneObjectAddHero(_obj, m_HeroTableId, m_Card);
        }
    }
Пример #15
0
        /// <summary>
        /// 每击杀一波敌人后,我方奖励怒气 [3/3/2015 Zmy]
        /// </summary>
        private void EachRewardPower()
        {
            // 奖励怒气 = 主角等级影响 + 英雄等级影响 + 装备符文等其他能增加英雄属性系统影响 + config中配置的全局变量 + 地图奖励 [3/3/2015 Zmy]
            //int nSelf_value = ObjectSelf.GetInstance().GetWavaPowerValue();

            int nHero_value = 0;

            for (int i = 0; i < SceneObjectManager.GetInstance().GetObjectHeroCount(); i++)
            {
                ObjectHero pHero = SceneObjectManager.GetInstance().GetHeroObject(i);
                if (pHero == null || pHero.IsAlive() == false)
                {
                    continue;
                }

//                 int nCurLevel = pHero.GetHeroData().Level;
//                 int nInitFuryTemplateID = pHero.GetHeroRow().getWaveFury() - 1;
//
//                 HerofuryTemplate pRow = (HerofuryTemplate)DataTemplate.GetInstance().m_HeroFuryTable.getTableData(nCurLevel);
//                 if (nInitFuryTemplateID >= 0 && nInitFuryTemplateID < GlobalMembers.MAX_HEROFURY_PARAM_COUNT)
//                 {
//                     nHero_value += pRow.getTemplate()[nInitFuryTemplateID];
//                 }
                AngertableTemplate _data = (AngertableTemplate)DataTemplate.GetInstance().m_AngerTable.getTableData(pHero.GetHeroRow().getFuryId());
                nHero_value += _data.getWaveFury();
            }

            //int nGlobalWavaFury = DataTemplate.GetInstance().m_GameConfig.getWave_fury();

            //int nSum = nSelf_value + nHero_value + nGlobalWavaFury;
            m_HeroPower.OnUpdatePowerValue(nHero_value);
        }
Пример #16
0
        //英雄瞬间移动结束慢慢出现
        private void UpdateMomentMoveExit()
        {
            int nHeroCount = SceneObjectManager.GetInstance().GetObjectHeroCount();

            for (int i = 0; i < nHeroCount; ++i)
            {
                ObjectHero HeroObj = SceneObjectManager.GetInstance().GetHeroObject(i);
                if (HeroObj != null && HeroObj.IsAlive())
                {
                    //..慢慢出现
                    m_ShowCount++;
                }
            }
            if (m_ShowCount == SceneObjectManager.GetInstance().GetObjectHeroCount())
            {
                m_ShowCount = 0;
                FightEditorContrler.GetInstantiate().HeroPathNormalMove();
                SetFightState(FightState.HeroMove);
                for (int i = 0; i < nHeroCount; ++i)
                {
                    ObjectHero HeroObj = SceneObjectManager.GetInstance().GetHeroObject(i);
                    if (HeroObj != null && HeroObj.IsAlive())
                    {
                        HeroObj.GetNavMesh().enabled = true;
                        HeroObj.SetObjectActionState(ObjectCreature.ObjectActionState.forward);
                    }
                }
            }
        }
Пример #17
0
 public override void UpdateUIState()
 {
     if (SceneObjectManager.GetInstance() != null)
     {
         SceneObjectManager.GetInstance().OnUpdateFightingLogic();
     }
     mTouchControl.Update();
 }
        //=======================================================================================================
        //添加特效为子物体
        private void addEff(string effectName, GameObject Clone, Transform parent)
        {
            //Clone = Instantiate(Resources.Load(effectName), parent.position, parent.rotation) as GameObject;
            //Clone.transform.parent = parent;
            ObjectCreature pCaster = SceneObjectManager.GetInstance().GetSceneObjectByGameObject(this.gameObject);

            EffectManager.GetInstance().InstanceEffect_Static(effectName, pCaster, parent, 0f, true);
        }
 protected override void InitView()
 {
     base.InitView();
     SceneObjectManager.GetInstance().InitSkillShowState();
     CreateMonterObject();
     CreateHeroObject();
     CreateTeamMate();
 }
 //技能攻击结束回调
 private void SkillAttackEnd()
 {
     if (ObjectSelf.GetInstance().isSkillShow)
     {
         SceneObjectManager.GetInstance().InitSkillShowState();
         UI_SkillShow.Inst.GetSkillIconScript().SetIsClick(true);
         return;
     }
     SceneObjectManager.GetInstance().SkillAttack_CallBack(gameObject, m_OwnerType, 4);
 }
Пример #21
0
 /// <summary>
 /// 准备上载具的位置修正;
 /// </summary>
 /// <param name="obj"></param>
 /// <param name="heroObj"></param>
 private void CallBack_PrepareBoardPos(GameObject obj, ObjectHero heroObj)
 {
     m_BoardHeroCount++;
     heroObj.SetObjectActionState(ObjectCreature.ObjectActionState.boarding);
     if (m_BoardHeroCount >= SceneObjectManager.GetInstance().GetObjectHeroCount())
     {
         m_BoardHeroCount = 0;
         SetFightState(FightState.PrepareBoardOver);
     }
 }
Пример #22
0
        private void OnAItypeUpdate(int type)
        {
            int          cout            = Ok_heros.Count;
            int          Maxtemp         = -1;
            int          FinishHerovalue = -1;   //最终释放技能英雄的索引
            SpellAILogic FinishAi        = null; //最终释放技能模板

            for (int i = 0; i < cout; ++i)
            {
                SpellAILogic temp = ChooseAILogicPriority(Ok_heros[i], type);//获取能释放技能的有效优先级
                if (temp != null)
                {
                    HerosSpellAILogicList.Add(temp);
                    AIOk_heros.Add(Ok_heros[i]);
                }
            }
            int cout2 = HerosSpellAILogicList.Count;

            for (int i = 0; i < cout2; ++i)
            {
                if (HerosSpellAILogicList[i].GetPriority() > Maxtemp)
                {
                    Maxtemp         = HerosSpellAILogicList[i].GetPriority();
                    FinishAi        = HerosSpellAILogicList[i];
                    FinishHerovalue = i;
                }
            }
            if (FinishHerovalue >= 0)
            {
                if (SceneObjectManager.GetInstance().GetIsFireSignState() && SceneObjectManager.GetInstance().GetFireSighCreatrue() != null)
                {
                    AIOk_heros[FinishHerovalue].SetSkillLockTarget(SceneObjectManager.GetInstance().GetFireSighCreatrue());
                }
                else
                {
                    AIOk_heros[FinishHerovalue].SetSkillLockTarget(FinishAi.GetSkillTag());
                }

                if (AIOk_heros[FinishHerovalue].OnPre_CheckUseSkillCondtion())
                {
                    //AIOk_heros[FinishHerovalue].OnSkillConsume();
                    //AIOk_heros[FinishHerovalue].SetObjectActionState(ObjectCreature.ObjectActionState.skillAttack);
                    //string name = FinishAi.GetSkillInfo().GetSpellRow().getSkillNameRes();
                    //SkillShowNamePackage package = new SkillShowNamePackage(AIOk_heros[FinishHerovalue].GetGuid(), name);
                    //GameEventDispatcher.Inst.dispatchEvent(GameEventID.F_ShowSkillName, package);

                    AIOk_heros[FinishHerovalue].LaunchFreeSpellLogic(EM_SPELL_PASSIVE_INDEX.EM_SPELL_PASSIVE_INITIATIVE);
                }
                else
                {
                    AIOk_heros[FinishHerovalue].SetSkillLockTarget(null);
                }
                //Debug.Log(AIOk_heros[FinishHerovalue].GetGameObject().name);
            }
        }
Пример #23
0
 //瞬间移动进入前位置修正
 private void CallBack_MomentMoveEnter(GameObject obj, ObjectHero heroObj)
 {
     m_MonmentMoveHeroPosCount++;
     heroObj.SetObjectActionState(ObjectCreature.ObjectActionState.monmentmoveIng);
     //heroObj.GetAnimation().Anim_Fidle(false);
     if (m_MonmentMoveHeroPosCount == SceneObjectManager.GetInstance().GetObjectHeroCount())
     {
         m_MonmentMoveHeroPosCount = 0;
         SetFightState(FightState.HeroMonmentMoveIng);
     }
 }
Пример #24
0
        /// <summary>
        /// 开场剧情播放进入
        /// </summary>
        private void CallBack_StoryCameraEnter()
        {
            SetFightState(FightState.FightStoryCamera);
            int nHeroCount = SceneObjectManager.GetInstance().GetObjectHeroCount();

            for (int i = 0; i < nHeroCount; ++i)
            {
                ObjectHero pHero = SceneObjectManager.GetInstance().GetHeroObject(i);
                pHero.GetAnimation().Anim_Fidle(false);
            }
        }
Пример #25
0
        //private IEnumerator delay()
        //{
        //    yield return new WaitForSeconds(0.5f);
        //    mMessageTip.gameObject.SetActive(false);
        //}

        private void onFightStatuChange()
        {
            FightState statu = FightControler.Inst.GetFightState();

            switch (statu)
            {
            case FightState.prepareData:
            {
                // 初始化完成,创建血条
                List <ObjectHero> heros = SceneObjectManager.GetInstance().GetSceneHeroList();
                for (int i = 0; i < heros.Count; i++)
                {
                    mBloodControl.CreateBloodBar(heros[i]);
                    //mMenuPanel.CreateSkillIcon(heros[i], heros.Count - ObjectSelf.GetInstance().Teams.GetTeamIndexByHeroGuid(heros[i].GetGuid()));
                    mMenuPanel.CreateSkillIcon(heros[i], i);
                }
                //mMenuPanel.SetInitObjectIsShow(true);
                //mMenuPanel.SkillAutoSort();
            }
            break;

            case FightState.prepareEnemy_over:
            {
                // 初始化敌人的血条
                List <ObjectMonster> monsters = SceneObjectManager.GetInstance().GetSceneMonsterList();
                foreach (ObjectMonster monster in monsters)
                {
                    if (monster.IsAlive())
                    {
                        UI_Blood blood = mBloodControl.CreateBloodBar(monster);
                        blood.gameObject.SetActive(false);
                    }
                }
            }
            break;

            case FightState.FightStoryCamera:
                break;

            case FightState.FightStory:
            {
                mBloodControl.HideAllBlood();
            }
            break;

            case FightState.prepareFight:
            {
                mBloodControl.ShowAllBlood();
            }
            break;
            }
        }
Пример #26
0
        private ObjectHero getHeroByHeroId(int heroid)
        {
            List <ObjectHero> heros = SceneObjectManager.GetInstance().GetSceneHeroList();

            foreach (ObjectHero hero in heros)
            {
                if (hero.GetHeroData().TableID.Equals(heroid) == true)
                {
                    return(hero);
                }
            }
            return(null);
        }
Пример #27
0
 public void UpdateFidTime()
 {
     if (FidLengh <= 0)
     {
         FidLengh = 0;
         ObjectCreature obj = SceneObjectManager.GetInstance().GetSceneObjectByGameObject(this.gameObject);
         obj.SetObjectActionState(ObjectCreature.ObjectActionState.normalAttack);
     }
     else
     {
         FidLengh -= Time.deltaTime;
     }
 }
Пример #28
0
 public void UpdateSurplusNormalAttackTime()
 {
     if (SurplusAttackLength <= 0)
     {
         SurplusAttackLength = 0;
         ObjectCreature obj = SceneObjectManager.GetInstance().GetSceneObjectByGameObject(this.gameObject);
         obj.SetObjectActionState(ObjectCreature.ObjectActionState.AttackIdle);
     }
     else
     {
         SurplusAttackLength -= Time.deltaTime;
     }
 }
Пример #29
0
        public void HeroPathInitSpeed()
        {
            float Maxspeed = -1;

            for (int i = 0; i < SceneObjectManager.GetInstance().GetSceneHeroList().Count; ++i)
            {
                if (SceneObjectManager.GetInstance().GetSceneHeroList()[i].GetHeroRow().getMovespeed() > Maxspeed)
                {
                    Maxspeed = SceneObjectManager.GetInstance().GetSceneHeroList()[i].GetHeroRow().getMovespeed();
                }
            }
            MoveSpeed = Maxspeed;
            HeroPathAnim.pathSpeed = MoveSpeed;
        }
Пример #30
0
        public void InitCoolDown()
        {
            // init
            List <ObjectHero> heroList = SceneObjectManager.GetInstance().GetSceneHeroList();

            for (int i = 0; i < heroList.Count; i++)
            {
                if (heroList[i].GetHeroData().TableID == heroId)
                {
                    mSkillCD = heroList[i].GetCoolDownList();
                    break;
                }
            }
        }