Пример #1
0
        private IEnumerator OnCast( EditorShip caster, EditorShip[] targets, Skill skill )
        {
            Debugger.Log( "DoSpellSequences()..." );

            Transform[] castPoints = FindOutAllAttackPoint( caster.Go.transform, skill.attackPoint ).ToArray();

            Transform[] hitPoints = new Transform[castPoints.Length];
            for( int i = 0; i < hitPoints.Length; i++ ) {
                hitPoints[i] = GetHitPointTrans( targets[0] );//random
            }

            //1.on sing stage
            yield return StartCoroutine( PlayEffect( skill.singEffect.effectPath, skill.singEffect.audioPath, skill.singEffect.duration, castPoints ) );

            //2.on attack stage
            yield return StartCoroutine( PlayEffect( skill.attackEffect.effectPath, skill.attackEffect.audioPath, skill.attackEffect.duration, castPoints ) );

            //3.on bullet move stage
            yield return StartCoroutine( OnCastLaser( skill.bulletPath, targets[0], castPoints, hitPoints ) );

            //4.on hit stage
            yield return StartCoroutine( PlayEffect( skill.hitEffect.effectPath, skill.hitEffect.audioPath, skill.hitEffect.duration, hitPoints ) );
        }
Пример #2
0
        private IEnumerator PreloadAllResources( Skill skill )
        {
            yield return StartCoroutine( PreloadResources( skill.attackEffect.effectPath ) );
            yield return StartCoroutine( PreloadResources( skill.hitEffect.effectPath ) );
            yield return StartCoroutine( PreloadResources( skill.singEffect.effectPath ) );
            yield return StartCoroutine( PreloadResources( skill.bulletPath ) );

            yield return StartCoroutine( PreloadResources( skill.attackEffect.audioPath ) );
            yield return StartCoroutine( PreloadResources( skill.hitEffect.audioPath ) );
            yield return StartCoroutine( PreloadResources( skill.singEffect.audioPath ) );
        }
Пример #3
0
        private IEnumerator CastSkill( EditorShip caster, Skill skill, CharactersGroup group, int targetIndex )
        {
            Debugger.Log( "CastSpell()..." );

            yield return StartCoroutine( PreloadAllResources( skill ) );

            //just test the first ship of the other side
            EditorShip[] targetShips = new EditorShip[] { group.GetShip( targetIndex ) };
            yield return StartCoroutine( OnCast( caster, targetShips, skill ) );
        }