示例#1
0
        public override void OnEnter(ActorObj actorBase)
        {
            m_state      = ACTOR_STATE.AS_DEATH;
            m_isDeathEnd = false;

            m_actor = actorBase;

            // 直接设置当前血量
            m_actor.mBaseAttr.CurHP = 0;
            if (actorBase.Health != null)
            {
                actorBase.Health.OnDead();
            }

            // 停止移动 , 停止当前动作
            m_actor.StopMove(false);
            m_actor.StopAll();


            if (m_actor.m_bNoDieAction)
            {
                m_dieAction = "stand";  //召唤生物不播放死亡动作
            }
            else
            {
                m_dieAction = "die001";
            }


            LuaTable skillDesc = ConfigManager.Instance.Skill.GetSkillConfig(CurParam.skillID);

            //使用击飞死亡
            if (m_actor.IsHadAction("die002") && null != skillDesc)
            {
                string knockStr = skillDesc.Get <string>("knockback");
                if (!string.IsNullOrEmpty(knockStr))
                {
                    string[] knockValues = knockStr.Split('#');
                    float    pValue      = Random.Range(0f, 1.0f);
                    float    pro         = 0f;
                    float.TryParse(knockValues[0], out pro);
                    if (pValue * 100 <= pro)
                    {
                        float minDistance = 0f;
                        float maxDistance = 0f;
                        float.TryParse(knockValues[1], out minDistance);
                        float.TryParse(knockValues[2], out maxDistance);

                        m_dieAction = "die002";
                        m_actor.DobehitedFly(m_dieAction, Random.Range(minDistance, maxDistance), CurParam.AttackActor);
                    }
                }
            }

            Invoke("PlayDieSound", 1.8f);

            //死亡的时候在空中
            if (m_actor.mActorType == ActorType.AT_LOCAL_PLAYER ||
                !m_actor.isHaveRigidbody)
            {
                if (m_actor.m_gravityMotionBase != null && m_actor.m_gravityMotionBase.isUseGravityState)
                {
                    m_actor.SetPosition(BaseTool.instance.GetGroundPoint(m_actor.transform.position));
                }
            }

            //monster10秒后,消失
            if (m_actor.mActorType == ActorType.AT_MONSTER || m_actor.mActorType == ActorType.AT_BOSS ||
                m_actor.mActorType == ActorType.AT_NPC || m_actor.mActorType == ActorType.AT_BROKED ||
                m_actor.mActorType == ActorType.AT_NON_ATTACK || m_actor.mActorType == ActorType.AT_AVATAR ||
                m_actor.mActorType == ActorType.AT_MECHANICS ||
                m_actor.m_bNoDieAction)
            {
                EventParameter param = EventParameter.Get();
                param.autoRecycle   = false;
                param.intParameter  = m_actor.EntityID;
                param.intParameter1 = m_actor.resid;
                param.intParameter2 = m_actor.ConfigID;
                param.goParameter   = m_actor.GetOwnObject();
                if (m_actor.m_bSummonMonster)
                {
                    m_actor.gEventMgr.TriggerEvent(GameEvent.GE_SUMMON_DEATH, param);
                }
                else
                {
                    m_actor.gEventMgr.TriggerEvent(GameEvent.GE_MONSTER_DEATH, param);
                    if (m_actor.mActorType != ActorType.AT_BOSS)
                    {
                        bool sendTaskMsg = true;
                        if (sendTaskMsg)
                        {
                            m_actor.gEventMgr.TriggerEvent(GameEvent.GE_TASK_KILL_MONSTER, param);
                        }
                    }
                }
                EventParameter.Cache(param);

                if (m_actor.isHaveRigidbody)
                {
                    m_beginDeathTime = Time.time;

                    //自身阻挡去掉
                    this.gameObject.GetComponent <Collider>().enabled = false;
                }
                else
                {
                    //有可能是死亡特效
                    int nRand      = Random.Range(0, 5);
                    int bDieBroken = 0;// m_actor.actorCreatureDisplayDesc.DieBroken;
                    if (m_actor.m_bNoDieAction)
                    {
                        //分身消失特效
                        this.gameObject.SetActive(false);

                        Object efobj = CoreEntry.gResLoader.LoadResource("Effect/skill/remain/fx_fenshen");
                        if (efobj != null)
                        {
                            m_efxObj = Instantiate(efobj) as GameObject;

                            m_efxObj.transform.position = m_actor.transform.position;
                        }
                        m_actor.PlayAction(m_dieAction);
                        m_actor.GetActionLength(m_dieAction);
                        Invoke("AutoDestoryBody", 1.5f);
                    }
                    else
                    if (bDieBroken == 1 && nRand == 1 && m_actor.mActorType != ActorType.AT_BOSS)
                    {
                        //隐藏模型
                        this.gameObject.SetActive(false);
                        m_efxObj = Instantiate(CoreEntry.gResLoader.LoadResource("Effect/skill/hurt/fx_roukuai")) as GameObject;
                        if (m_efxObj != null)
                        {
                            m_efxObj.transform.position = m_actor.transform.position;
                            m_actor.PlayAction(m_dieAction);
                            Invoke("AutoDestoryBody", 1.5f);
                        }
                    }
                    else
                    {
                        if (m_actor.m_bSummonMonster == false)
                        {
                            m_actor.PlayAction(m_dieAction);

                            float dieTime = m_actor.GetActionLength(m_dieAction);
                            Invoke("AutoDestory", m_actor.BodyKeepTime + dieTime);
                        }
                        else
                        {
                            AutoDestory();
                        }
                    }


                    //去掉碰撞
                    m_actor.CancelCollider();
                }

                //if (m_actor.mActorType == ActorType.AT_BOSS)
                //{
                //    //boss死亡 by lzp
                //    //CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_TASK_KILLBOSS, null);
                //    //boss,慢镜头
                //    //Time.timeScale = 0.1f;
                //    CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_TASK_STOPTASKTIME, null);

                //    if (CoreEntry.GameEffectMgr.BossDeadEffect_PlayAction != null)
                //    {
                //        CoreEntry.GameEffectMgr.BossDeadEffect_PlayAction.SetBoss(gameObject);
                //    }

                //    CoreEntry.GameEffectMgr.BossDeadEffect.GameObj.SetActive(true);

                //    //if (TimeScaleCore.SetValue(0.2f))
                //    {
                //        Invoke("TimeScaleEnd", CoreEntry.GameEffectMgr.BossDeadEffect.Length);
                //        //由于有个动画时长可能大于原来的单一的死亡动作时长,所以这里重新设置一下,用整个动画的时长
                //        CancelInvoke("AutoDestory");
                //        Invoke("AutoDestory", m_actor.GetDeathDuration());
                //    }

                //}

                //区别敌方阵营
                if (m_actor.TeamType == 3)
                {
                    //怪物死忙 by lzp
                    CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_TASK_KILLNUM, null);
                }

                //死亡后,动作阻挡去掉
                //if (m_actor.actorCreatureDisplayDesc.iIsStaticMonster == 1)
                {
                    NavMeshObstacle[] navMeshObstacles = this.gameObject.GetComponentsInChildren <NavMeshObstacle>();
                    for (int i = 0; i < navMeshObstacles.Length; i++)
                    {
                        navMeshObstacles[i].enabled = false;
                    }
                }

                m_actor.HideBlobShadow();

                float aniTime       = m_actor.GetActionLength(m_dieAction);
                float downDelayTime = ConfigManager.Instance.Consts.GetValue <float>(428, "fval");
                Invoke("DelayHideModle", aniTime + downDelayTime);
            }
            else if (m_actor.mActorType == ActorType.AT_LOCAL_PLAYER)
            {
                float dieTime = m_actor.GetActionLength(m_dieAction);
                Invoke("PlayerDeathEventDelay", dieTime);
                //主角死亡通知 by lzp
                CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_TASK_HERONUM, null);


                m_actor.PlayAction(m_dieAction);
                m_isDeathEnd = true;
            }
            else if (m_actor.mActorType == ActorType.AT_PVP_PLAYER ||
                     m_actor.mActorType == ActorType.AT_REMOTE_PLAYER)
            {
                float dieTime = m_actor.GetActionLength(m_dieAction);
                Invoke("PlayerDeathEventDelay", dieTime);

                //主角死亡通知 by lzp
                CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_TASK_HERONUM, null);

                m_actor.PlayAction(m_dieAction);

                m_isDeathEnd = true;
            }

            //Buff by yuxj
            m_actor.BuffOnDie();
            //召唤物杀死
            SummonCell.OnSummonKillAll(m_actor);
        }