示例#1
0
    sealed public override void onSkillShoot(AttackData.PlayerShoot shoot, int heroSkillLevel, int applyReinforceLevel, string aniId)
    {
        setShootPosition(aniId);

        if (_hp > 0)
        {
            shoot(this, heroSkillLevel, applyReinforceLevel);
        }
    }
示例#2
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    public void startSkillAniLoop2(float waitTime, AttackData.PlayerShoot shoot, int skillLevel, int applyReinforceLevel, float fadeTime = 0.2f)
    {
        _isEnabled  = true;
        type        = TYPE.startSkillAniLoop2;
        _shoot      = shoot;
        _skillLevel = skillLevel;

        _applyReinforceLevel = applyReinforceLevel;
        _waitTime            = waitTime;
    }
示例#3
0
    public void onSkillShoot(float waitTime, AttackData.PlayerShoot shoot, int skillLevel, int applyReinforceLevel, string id, float fadeTime = 0.2f)
    {
        _isEnabled  = true;
        type        = TYPE.onSkillShoot;
        _waitTime   = waitTime;
        _shoot      = shoot;
        _skillLevel = skillLevel;

        _applyReinforceLevel = applyReinforceLevel;
        _id = id;
    }
示例#4
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    public void startSkillAniLoop(AttackData.PlayerShoot shoot, int heroSkillLevel, int applyReinforceLevel, float fadeTime = 0.2f)
    {
        _state2     = SKILL_START;
        aniFadeTime = fadeTime;
        nowPlayingSkillAni.Set(true);
        nowAniId = Monster.SKILL_START;
        renderAniRightNow();
        //fuckyouanimation.CrossFade(SKILL_START, aniFadeTime);

        getAniDelayMethod().startSkillAniLoop2(ani[SKILL_START].length, shoot, heroSkillLevel, applyReinforceLevel);
    }
示例#5
0
    public void startSkillAniNormal(AttackData.PlayerShoot shoot, int heroSkillLevel, int applyReinforceLevel, float fadeTime = 0.2f)
    {
        _state2     = SKILL_NORMAL;
        aniFadeTime = fadeTime;
        nowPlayingSkillAni.Set(true);
        _tempAniData = GameManager.info.aniData[resourceId][SKILL_NORMAL];
        nowAniId     = SKILL_NORMAL;
        renderAniRightNow();
        //fuckyouanimation.CrossFade(SKILL_NORMAL, aniFadeTime);

        getAniDelayMethod().onSkillShoot(_tempAniData.delay[0], shoot, heroSkillLevel, applyReinforceLevel, _tempAniData.ani);
        getAniDelayMethod().onCompleteSkillAni(ani[_tempAniData.ani].length, _tempAniData.ani);
    }
示例#6
0
 sealed public override void startSkillAniLoop2(AttackData.PlayerShoot shoot, int heroSkillLevel, int applyReinforceLevel)
 {
     if (_state2 == SKILL_START)
     {
         _state2  = SKILL_LOOP;
         nowAniId = SKILL_LOOP;
         //fuckyouanimation.CrossFade(SKILL_LOOP, aniFadeTime);
         setShootPosition(nowAniId);
         shoot(this, heroSkillLevel, applyReinforceLevel);
     }
     else
     {
         nowPlayingSkillAni.Set(false);
     }
 }
示例#7
0
 public virtual void startSkillAniLoop2(AttackData.PlayerShoot shoot, int skillLevel, int applyReinforceLevel)
 {
 }
示例#8
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 public virtual void onSkillShoot(AttackData.PlayerShoot shoot, int skillLevel, int applyReinforceLevel, string aniId)
 {
 }