Пример #1
0
        //攻击动画-
        private void PlayAttackEffect()
        {
            //处理斗转星移
            if (!HandleSkill_DZXY(1, m_SkillOwner))
            {
                return;
            }

            m_IsAttackEffectEnd = false;

            EffectBase effect = m_AttackEffect.Duplicate();

            effect.EffectEnd     += AttackEffectEndEventHandler;
            effect.EffectUpdate  += AttackEffectUpdateEventHandler;
            effect.StartPos       = effect.EndPos = m_SkillOwner.BattleCardObj.transform;
            effect.MoveSpeed      = 0f;
            effect.DirectionPoint = CalculateEffectDirection();

            effect.Play(m_SkillOwner);

            //播放攻击音效
            AudioManager.Instance.PlayEffectSound(m_SkillDisplayTab.Music, Obj_MyselfPlayer.GetMe().acceleration);
            if (Obj_MyselfPlayer.GetMe().isGuideBattle)
            {
                ShowSkillName();
            }
        }
Пример #2
0
        //子弹动画-
        private void PlayProjectileEffect()
        {
            float ftime = m_SkillDisplayTab.FlyTime * 0.001f;  //除以1000

            if (ftime < 0)
            {
                Debug.LogWarning("ftime = " + ftime);
                ftime = 0.5f;
            }

            //处理斗转星移
            if (!HandleSkill_DZXY(2, null))
            {
                return;
            }

            foreach (BattleCard battle_card in m_TargetList)
            {
                EffectBase effect = m_ProjectileEffect.Duplicate();
                effect.EffectEnd     += ProjectileEffectEndEventHandler;
                effect.StartPos       = m_SkillOwner.BattleCardObj.transform;
                effect.EndPos         = battle_card.BattleCardObj.transform;
                effect.MoveSpeed      = ftime;
                effect.DirectionPoint = battle_card.BattleCardObj.transform.localPosition;

                battle_card.AnimateBeHit(m_BehitMap[battle_card]);
                battle_card.ShowHitValue(m_BehitMap[battle_card], this, false);

                effect.Play(battle_card);//播放最后调用
            }
        }
Пример #3
0
        //受击动画-
        private void PlayBehitEffect(BattleCard target)
        {
            EffectBase behit_effect = m_BehitEffect.Duplicate();

            behit_effect.EffectEnd     += BehitEffectEndEventHandler;
            behit_effect.StartPos       = behit_effect.EndPos = target.BattleCardObj.transform;
            behit_effect.MoveSpeed      = 0f;
            behit_effect.DirectionPoint = CalculateEffectDirection();

            target.AnimateBeHit(m_BehitMap[target]);
            target.ShowHitValue(m_BehitMap[target], this, false);

            behit_effect.Play(target);//播放最后调用
        }
        //受击动画-
        private void PlayBehitEffect()
        {
            foreach (BattleCard battle_card in m_TargetList)
            {
                EffectBase behit_effect = m_BehitEffect.Duplicate();
                behit_effect.EffectEnd     += BehitEffectEndEventHandler;
                behit_effect.StartPos       = behit_effect.EndPos = battle_card.BattleCardObj.transform;
                behit_effect.MoveSpeed      = 0f;
                behit_effect.DirectionPoint = battle_card.BattleCardObj.transform.localPosition;//CalculateEffectDirection();

                battle_card.AnimateBeHit(m_BehitMap[battle_card]);
                battle_card.ShowHitValue(m_BehitMap[battle_card], this, false);

                behit_effect.Play(battle_card);//播放最后调用
            }
        }
Пример #5
0
        //子弹动画-
        private void PlayProjectileEffect()
        {
            foreach (BattleCard battle_card in m_TargetList)
            {
                EffectBase effect = m_ProjectileEffect.Duplicate();
                effect.EffectEnd     += ProjectileEffectEndEventHandler;
                effect.EffectUpdate  += ProjectileEffectUpdateEventHandler;
                effect.StartPos       = m_SkillOwner.BattleCardObj.transform;
                effect.EndPos         = battle_card.BattleCardObj.transform;
                effect.MoveSpeed      = 0f;
                effect.DirectionPoint = battle_card.BattleCardObj.transform.localPosition;

                battle_card.AnimateBeHit(m_BehitMap[battle_card]);
                battle_card.ShowHitValue(m_BehitMap[battle_card], this, false);

                effect.Play(battle_card);//播放最后调用
            }
        }
Пример #6
0
        //受击动画-
        private void PlayBehitEffect(BattleCard target)
        {
            //处理斗转星移
            if (!HandleSkill_DZXY(3, target))
            {
                return;
            }

            EffectBase behit_effect = m_BehitEffect.Duplicate();

            behit_effect.EffectEnd     += BehitEffectEndEventHandler;
            behit_effect.StartPos       = behit_effect.EndPos = target.BattleCardObj.transform;
            behit_effect.MoveSpeed      = 0f;
            behit_effect.DirectionPoint = target.BattleCardObj.transform.localPosition;//CalculateEffectDirection();

            target.AnimateBeHit(m_BehitMap[target]);
            target.ShowHitValue(m_BehitMap[target], this, false);

            behit_effect.Play(target);//播放最后调用
        }