protected override void InitWillUsedPrefabs() { WillUsedPrefabs = new GameObject[4]; WillUsedPrefabs[0] = _AssetManager.GetGameObject("prefab/effect/bullet/houyi_pengzhuang_prefab"); WillUsedPrefabs[1] = _AssetManager.GetGameObject("prefab/effect/bullet/houyibullet_prefab"); houyiBullet mHouYiBullet = WillUsedPrefabs[1].GetComponent <houyiBullet>(); mHouYiBullet.OwnerCamp = OwnerCamp; mHouYiBullet.OwnerID = OwnerID; WillUsedPrefabs[1].SetActive(false); WillUsedPrefabs[2] = _AssetManager.GetGameObject("prefab/effect/magical/fx/dark_area_prefab"); houyiDarkArea mHouYiDarkArea = WillUsedPrefabs[2].GetComponent <houyiDarkArea>(); mHouYiDarkArea.OwnerCamp = OwnerCamp; mHouYiDarkArea.OwnerID = OwnerID; WillUsedPrefabs[2].SetActive(false); WillUsedPrefabs[3] = _AssetManager.GetGameObject("prefab/effect/bullet/houyibasebullet_prefab"); houyiBaseBullet mHouYiBaseBullet = WillUsedPrefabs[3].GetComponent <houyiBaseBullet>(); mHouYiBaseBullet.OwnerCamp = OwnerCamp; mHouYiBaseBullet.OwnerID = OwnerID; WillUsedPrefabs[3].SetActive(false); }
public override void Skill_4(params object[] param) //普攻箭 { Actor mTargetActor = param[0] as Actor; GameObject houyibasebullet_prefab = TrueSyncManager.SyncedInstantiate(WillUsedPrefabs[3], new TSVector(AllTSTransform.position.x, 0, AllTSTransform.position.z), TSQuaternion.identity); houyibasebullet_prefab.SetActive(true); houyiBaseBullet mYeGuaiBaseBullet = houyibasebullet_prefab.GetComponent <houyiBaseBullet>(); mYeGuaiBaseBullet.mTargetEnemyActor = mTargetActor; Debug.LogErrorFormat("Skill_4普攻箭==========>OwnerID={0},TargetOwnerID={1}", OwnerID, mTargetActor.OwnerID); }