Пример #1
0
    public override void release(float yellowEnergy, Vector3 skillPoint)
    {
        if (!isInReleaseSkill)
        {
            if (effect == null)
            {
                this.effect = Resources.Load <GameObject>("effect/" + "effect_" + this.effectName);
            }
            this.tmpEffect = GameObject.Instantiate(effect, skillPoint, Quaternion.identity).GetComponent <frameSkillEffect>();
        }
        //TODO决定技能方向
        switch (this.direction)
        {
        case 0:
            //

            break;

        default:
            break;
        }
        //决定技能位置

        Vector3 des = new Vector3(skillPoint.x + this.skillRadius * 0.5f, skillPoint.y, skillPoint.z + this.skillRadius * 0.5f);

        Debug.Log("1:" + skillPoint + "2:" + des);
        Debug.DrawRay(skillPoint, des, Color.green);

        this.tmpEffect.releaseSkill(yellowEnergy, des);
        isInReleaseSkill = false;
        this.tmpEffect   = null;
    }
Пример #2
0
    public override void willRelease(float yellowEnergy, Vector3 skillPoint)
    {
        //蓄力技能开始蓄力,如果是不可以蓄力技能,忽视

        if (this.isInReleaseSkill)
        {
            //根据传入的yellowEnergy开始更新特效大小。
            //需要规格化大小。

            this.tmpEffect.willReleaseSkill(yellowEnergy);
        }
        else
        {
            //在controlEnergy中已经有是不是可以蓄力的判断
            //生成
            this.isInReleaseSkill = true;
            //根据能量程度不同,生成不同特效
            if (effect == null)
            {
                this.effect = Resources.Load <GameObject>("effect/" + "effect_" + this.effectName);
            }
            this.tmpEffect = GameObject.Instantiate(effect, skillPoint, Quaternion.identity).GetComponent <frameSkillEffect>();
        }
    }