Пример #1
0
        public override void Preload(ISkillCellData cellData, SkillBase skillBase)
        {
            StateParameter stateParm = new StateParameter();

            stateParm.state = ACTOR_STATE.AS_DEATH;
            CompositedSkillCellDesc tmpCellDesc = (CompositedSkillCellDesc)cellData;

            for (int i = 0; i < tmpCellDesc.SkillList.Count; ++i)
            {
                int      skillID   = tmpCellDesc.SkillList[i].SkillId;
                LuaTable skillDesc = ConfigManager.Instance.Skill.GetSkillConfig(skillID);
                if (skillDesc == null)
                {
                    continue;
                }
                SkillClassDisplayDesc skillClass = CoreEntry.gGameDBMgr.GetSkillClassDisplayDesc(skillDesc.Get <int>("skillDisplayID"));
                if (skillClass == null)
                {
                    continue;
                }
                GameObject obj          = CoreEntry.gGameObjPoolMgr.InstantiateSkillBase(skillClass.prefabPath);
                SkillBase  tmpSkillBase = obj.GetComponent <SkillBase>();
                tmpSkillBase.Preload(null, skillID);
                stateParm.skillID = skillID;
                tmpSkillBase.BreakSkill(stateParm);
            }
        }
Пример #2
0
        Vector2 getSize(SkillClassDisplayDesc skillClass)
        {
            Vector2 re = new Vector2(0, 0);

            if (skillClass.castStageDataList.Count > 0)
            {
                OneDamageInfo damageInfo = (OneDamageInfo)skillClass.castStageDataList[0];
                if (damageInfo != null)
                {
                    if (DamageTypeID.DTID_RECT == damageInfo.type)
                    {
                        m_shape  = TrapShape.SHAPE_rectangle;
                        m_widthZ = damageInfo.damageNode.rectDamage.length;
                        m_widthX = damageInfo.damageNode.rectDamage.width;
                    }
                    else if (DamageTypeID.DTID_FUN == damageInfo.type)
                    {
                        m_shape = TrapShape.SHAPE_circel;

                        m_widthZ = damageInfo.damageNode.funDamage.radius;
                        m_widthX = damageInfo.damageNode.funDamage.radius;
                    }
                }
            }
            return(re);
        }
Пример #3
0
        public override void OnEnter(ActorObj actor)
        {
            if (actor == null)
            {
                return;
            }

            m_state = ACTOR_STATE.AS_ATTACK;

            m_actor      = actor;
            m_curSkillID = m_actor.castSkillID;

            //if (m_actor != null)
            //{
            //    m_actor.m_bIsInAttack = true;
            //}

            LuaTable skillDesc = ConfigManager.Instance.Skill.GetSkillConfig(m_curSkillID);

            if (skillDesc == null)
            {
                return;
            }
            SkillClassDisplayDesc skillClass = null;

            if (skillDesc != null)
            {
                //if (skillDesc.e_type_1 == 1)
                {
                    skillClass = m_gameDBMgr.GetSkillClassDisplayDesc(skillDesc.Get <int>("skillDisplayID"));
                }
            }

            m_curSkillDesc = skillDesc;

            GameObject obj = null;

            if (skillClass != null)
            {
                obj = CoreEntry.gGameObjPoolMgr.InstantiateSkillBase("Skill/SkillBase");; //(GameObject)Instantiate(CoreEntry.gResLoader.LoadResource("Skill/SkillBase"));
            }
            else
            {
                // LogMgr.Log("Can not found skillClass skillDesc.skillDisplayID: " + skillDesc.Get<int>("skillDisplayID") + " ActorObj: " + m_actor);
                return;
            }

            if (obj == null)
            {
                return;
            }

            //设置脚本组件
            SkillBase skillBase = obj.GetComponent <SkillBase>();

            ActorObj hitObj = null;

            if (CurParam != null)
            {
                hitObj = CurParam.HitActor;
            }

            skillBase.Init(actor, hitObj, m_curSkillID);

            m_curSkillBase = skillBase;


            //霸体时间。不可以转换为其他状态,除了死亡
            if (skillDesc.Get <int>("stiff_time") > 0)
            {
                StartEndure();
            }

            //m_isSkillCastEnd = false;
            if (m_curSkillDesc.Get <int>("stiff_time") > 0)
            {
                CancelInvoke("SkillCastEnd");
                Invoke("SkillCastEnd", m_curSkillDesc.Get <int>("stiff_time") / 1000f);
            }

            //一个人的时候触发关门
            if (m_actor.mActorType == ActorType.AT_BOSS)
            {
                CoreEntry.gSceneMgr.CloseDoor();
            }

            if (null != skillDesc && skillDesc.Get <int>("showtype") == (int)SkillShowType.ST_HUANLING && skillDesc.Get <int>("subtype") != (int)SkillType.SKILL_NORMAL)
            {
                bool isHuanlingSkill = false;
                if (actor.mActorType == ActorType.AT_LOCAL_PLAYER)
                {
                    isHuanlingSkill = true;
                }
                else if (actor.mActorType == ActorType.AT_PET)
                {
                    PetObj pet = actor as PetObj;
                    if (pet != null && null != pet.m_MasterActor && pet.m_MasterActor.mActorType == ActorType.AT_LOCAL_PLAYER)
                    {
                        isHuanlingSkill = true;
                    }
                }

                if (isHuanlingSkill)
                {
                    EventParameter param = EventParameter.Get();
                    param.intParameter    = skillDesc.Get <int>("showtype");
                    param.stringParameter = skillDesc.Get <string>("name");
                    CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_FLY_SKILL, param);
                }
            }
        }
Пример #4
0
        public void ShowSkillScope()
        {
            SkillClassDisplayDesc skillClass =
                m_gameDBMgr.GetSkillClassDisplayDesc(m_skillDesc.Get <int>("skillDisplayID"));

            if (skillClass == null)
            {
                Debug.LogError("===skillClass== is null===");
                return;
            }
            LuaTable skilleffect = ConfigManager.Instance.Skill.GetEffectConfig(m_skillID);

            if (skilleffect.Get <int>("range") == (int)SkillRangeType.SKILL_TARGET)
            //       if ((int)m_skillDesc.atkType == (int)Configs.skillConfig.AtkTypeEnum.SINGLE)
            {
                m_bIsAoe = false;
            }

            //吟唱阶段
            for (int i = 0; i < skillClass.prepareStageDataList.Count; ++i)
            {
                GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(skillClass.prepareStageDataList[i].prefabPath);
                cellObj.transform.parent = transform;

                ISkillCell skillCell = cellObj.GetComponent <ISkillCell>();

                skillCell.Init(skillClass.prepareStageDataList[i], this);
                skillCell.SetAoeState(m_bIsAoe);

                AddSkillCell(cellObj);
            }

            //技能元素
            for (int i = 0; i < skillClass.castStageDataList.Count; ++i)
            {
                GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(skillClass.castStageDataList[i].prefabPath);
                cellObj.transform.parent = transform;

                ISkillCell skillCell = cellObj.GetComponent <ISkillCell>();

                skillCell.Init(skillClass.castStageDataList[i], this);
                skillCell.SetAoeState(m_bIsAoe);

                AddSkillCell(cellObj);
            }

            // 删除原来的预警贴花
            if (m_actor.m_WarningefxObj != null)
            {
                Destroy(m_actor.m_WarningefxObj);
                m_actor.m_WarningefxObj = null;
            }

            // 读取新的预警贴花
            for (int i = 0; i < m_skillCellObjectlist.Count; i++)
            {
                ISkillCell skillCell = m_skillCellObjectlist[i].GetComponent <ISkillCell>();
                skillCell.ShowSkillScope();
                if (m_actor.m_WarningefxObj != null)
                {
                    break;
                }
            }

            if (m_actor.m_WarningefxObj != null)
            {
                EfxAttachActionPool efx = m_actor.m_WarningefxObj.GetComponent <EfxAttachActionPool>();
                if (efx == null)
                {
                    efx = m_actor.m_WarningefxObj.AddComponent <EfxAttachActionPool>();
                }
                efx.Init(m_actor.transform, 100000f, true);
            }
        }
Пример #5
0
        //释放技能
        void CastSkill()
        {
            CancelInvoke("CastSkill");
            CancelInvoke("AutoLookatTarget");

            // 如果不是激活状态不往下运行
            if (!gameObject.activeInHierarchy)
            {
                return;
            }

            //释放吟唱阶段的动作特效
            SendEvent(SkillCellEventType.SE_DESTROY_ACTION_EFX, null);

            //销毁吟唱阶段数据
            DestroyEfx();

            //播放动作,特效,声音
            SkillPlayParam param        = new SkillPlayParam();
            LuaTable       skill_action = CoreEntry.gSkillMgr.GetSkillActon(m_skillID);

            if (skill_action == null)
            {
                Debug.LogError("skill_action is null...m_skillID = " + m_skillID);
                return;
            }
            if (skill_action != null)
            {
                param.action = skill_action.Get <string>("animation");

                param.actionEfx = skill_action.Get <string>("skilleffect");

                param.startTime = m_startPlayTimeSet;
                param.speed     = m_speed;

                param.remainEfx = skill_action.Get <string>("remain");
            }

            //播放声音
            string sound1 = "";
            string sound2 = "";

            AudioCore.GenerateAudio(m_skillDesc.Get <int>("sound_id"), ref sound1);
            AudioCore.GenerateAudio(m_skillDesc.Get <int>("talk_sound_id"), ref sound2);

            param.sound = sound1;
            param.voice = sound2;

            StartCoroutine(PlayActionEfxSound(param, skill_action.Get <float>("skillEfxDelay")));

            //技能元素
            SkillClassDisplayDesc skillClass = m_gameDBMgr.GetSkillClassDisplayDesc(m_skillDesc.Get <int>("skillDisplayID"));

            if (skillClass == null)
            {
                Debug.LogError("===skillClass== is null===");
                return;
            }
            bool isLocal = false;

            if (m_actor is PlayerObj || m_actor is PetObj)
            {
                isLocal = true;
            }
            for (int i = 0; i < skillClass.castStageDataList.Count; ++i)
            {
                if (null != m_actor && !isLocal)
                {
                    if (skillClass.castStageDataList[i] is MovePosAttackDesc)
                    {
                        continue;
                    }
                }

                GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(skillClass.castStageDataList[i].prefabPath);
                cellObj.transform.parent = transform;

                ISkillCell skillCell = cellObj.GetComponent <ISkillCell>();

                skillCell.Init(skillClass.castStageDataList[i], this);
                skillCell.SetAoeState(m_bIsAoe);

                CheckSkillCell(skillCell);
                AddSkillCell(cellObj);
            }

            //技能结束时间
            if (m_skillDesc.Get <int>("skill_end") > 0)
            {
                m_overTime = (m_skillDesc.Get <int>("skill_end") / 1000f - m_startPlayTimeSet) / m_speed;
            }
            else
            {
                m_overTime = (m_actor.GetActionLength(m_strActionName) - m_startPlayTimeSet) / m_speed;
            }

            //如果是不可打破机能,释放出后恢复动作
            if (canBeBroke == false)
            {
                float time = (m_actor.GetActionLength(m_strActionName) - m_startPlayTimeSet) / m_speed;
                CancelInvoke("SkillAnimationIsOver");
                Invoke("SkillAnimationIsOver", time);
            }
            LogMgr.UnityLog("overtime=" + m_overTime + ", skillid=" + m_skillID);

            //技能结束
            Invoke("SkillEnd", m_overTime);
        }
Пример #6
0
        // Use this for initialization
        void Start()
        {
            IsOver = false;
            CancelInvoke("Start");

            if (m_onlyShowSkillScope)
            {
                return;
            }

            m_AttackList.Clear();
            compositedSkillCell = null;

            ShowBossSkillWarning();

            SkillClassDisplayDesc skillClass =
                m_gameDBMgr.GetSkillClassDisplayDesc(m_skillDesc.Get <int>("skillDisplayID"));

            if (skillClass == null)
            {
                Debug.LogError("===skillClass== is null===");
                return;
            }
            if (null != m_skilleffect && m_skilleffect.Get <int>("range") == (int)SkillRangeType.SKILL_TARGET)
            {
                m_bIsAoe = false;
            }

            if (skillClass.prepareStage == null || skillClass.prepareStage.open == false)
            {
                //直接进入释放技能阶段
                CastSkill();
                return;
            }

            //吟唱阶段
            bool isLocal = false;

            if (m_actor is PlayerObj || m_actor is PetObj)
            {
                isLocal = true;
            }
            for (int i = 0; i < skillClass.prepareStageDataList.Count; ++i)
            {
                if (null != m_actor && !isLocal)
                {
                    if (skillClass.prepareStageDataList[i] is MovePosAttackDesc)
                    {
                        continue;
                    }
                }

                //GameObject cellObj = Instantiate(
                //    CoreEntry.gResLoader.LoadResource(skillClass.prepareStageDataList[i].prefabPath)) as GameObject;
                GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(skillClass.prepareStageDataList[i].prefabPath);
                cellObj.transform.parent = transform;

                ISkillCell skillCell = cellObj.GetComponent <ISkillCell>();

                skillCell.Init(skillClass.prepareStageDataList[i], this);
                skillCell.SetAoeState(m_bIsAoe);

                AddSkillCell(cellObj);
            }

            if (skillClass.prepareStage.isLookAtTarget)
            {
                InvokeRepeating("AutoLookatTarget", 0f, 0.1f);
            }

            m_prepareKeepTime = skillClass.prepareStage.keepTime;

            //吟唱结束,进入释放阶段
            Invoke("CastSkill", skillClass.prepareStage.keepTime);
            Syncm_transform();
        }
Пример #7
0
        public void Preload(ActorObj own, int skillID)
        {
            m_skillID            = skillID;
            m_onlyShowSkillScope = true;
            m_actor     = own;
            m_skillDesc = ConfigManager.Instance.Skill.GetSkillConfig(m_skillID);
            if (m_skillDesc == null)
            {
                return;
            }

            SkillClassDisplayDesc skillClass = m_gameDBMgr.GetSkillClassDisplayDesc(m_skillDesc.Get <int>("skillDisplayID"));

            if (skillClass == null)
            {
                return;
            }

            //吟唱阶段
            for (int i = 0; i < skillClass.prepareStageDataList.Count; ++i)
            {
                GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(skillClass.prepareStageDataList[i].prefabPath);
                cellObj.transform.parent = transform;

                ISkillCell skillCell = cellObj.GetComponent <ISkillCell>();
                skillCell.Preload(skillClass.prepareStageDataList[i], this);
                AddSkillCell(cellObj);
            }

            //技能元素
            for (int i = 0; i < skillClass.castStageDataList.Count; ++i)
            {
                GameObject cellObj = CoreEntry.gGameObjPoolMgr.InstantiateSkillCell(skillClass.castStageDataList[i].prefabPath);
                if (cellObj == null)
                {
                    LogMgr.UnityError("Can not found prefab: " + skillClass.castStageDataList[i].prefabPath + " ! of skillID " + skillClass.skillID + " : " + skillClass.castStageDataList[i].ToString());
                    continue;
                }

                cellObj.transform.parent = transform;

                ISkillCell skillCell = cellObj.GetComponent <ISkillCell>();
                skillCell.Preload(skillClass.castStageDataList[i], this);
                AddSkillCell(cellObj);
            }

            // 动作特效加载
            LuaTable skill_action = CoreEntry.gSkillMgr.GetSkillActon(skillID);

            if (skill_action != null && skill_action.Get <string>("skilleffect").Length > 0)
            {
                GameObject efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(skill_action.Get <string>("skilleffect"));
                if (efxObj != null)
                {
                    CoreEntry.gGameObjPoolMgr.Destroy(efxObj);
                }
                else
                {
                    LogMgr.LogError("can not find attackEfxPrefab path: " + skill_action.Get <string>("skilleffect"));
                }
            }

            // 受击特效加载
            string pfx_hurt = m_skillDesc.Get <string>("pfx_hurt");

            if (pfx_hurt.Length > 0)
            {
                GameObject efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(pfx_hurt);
                if (efxObj != null)
                {
                    CoreEntry.gGameObjPoolMgr.Destroy(efxObj);
                }
            }

            DestroyEfx();
        }