public void Ritual_Display(Skill_Info skill) { switch (skill.my_Type) { case eSkill_Type.Ritual: //GameObject obj = (GameObject)GameObject.Instantiate(Resources.Load("Prefabs/FX/coat_ef")); BK_AnimEvts obj = BKTools.addVFX_Dancer(PrefabPath.VFX_Ritual); if (obj) { obj.transform.SetParent(transform, false); } break; default: break; } }
public float CG_Display(Skill_Info skill) { BKTools.addVFX_Dancer(PrefabPath.VFX_CG_Display + skill.cg_display + ".prefab"); return(1.5f); switch (skill.id) { case 10001: GameObject.Instantiate(Resources.Load("Prefabs/SkillDisplay/Gunfire_ef")); return(1.5f); case 10004: //GameObject.Instantiate(Resources.Load("Prefabs/SkillDisplay/CG_ef_001")); BKTools.addVFX_Dancer("Assets/Res/Prefabs/SkillDisplay/CG_ef_001"); return(1.5f); default: return(0); } }
IEnumerator SkillCoroutine(Skill_Info skill) { Main.Inst.addDancer(STR_Skill_Coroutine[0]); driving_skill_list.Add(this); //技能发动提示 Ritual_Display(skill); yield return(new WaitForSeconds(1)); //播放表现 float delay = CG_Display(skill); yield return(new WaitUntil(BKTools.ISCWithArgu(STR_Skill_Coroutine))); //ArrayList scope_list = getSkillScope(skill); List <ChessContainer> scope_list = BKTools.GetSkillScope(skill, container, attack_Direction); //展示攻击范围 for (int i = scope_list.Count - 1; i >= 0; i--) { ChessContainer cc = (ChessContainer)scope_list[i]; BK_AnimEvts vfx = BKTools.addVFX_Dancer(Main.Inst.GetComponent <VFX_Dictionary>().Skill_Scope_Mark); vfx.transform.SetParent(cc.transform, false); } yield return(new WaitUntil(BKTools.ISCWithArgu(STR_Skill_Coroutine))); //筛选攻击目标 //有效性筛选 for (int i = scope_list.Count - 1; i >= 0; i--) { ChessContainer cc = (ChessContainer)scope_list[i]; if (cc.my_chess == null || !BKTools.IsTargetFit(skill.my_TargetBelong, cc.my_chess.belong, belong)) { scope_list.RemoveAt(i); continue; } } //目标数量有限时,选择合适的目标(大部分时候为随机) //info.target_number if (skill.target_number != 0) { List <ChessContainer> list_copy = new List <ChessContainer>(); foreach (var item in scope_list) { list_copy.Add(item); } scope_list.Clear(); for (int i = 0; i < skill.target_number && list_copy.Count > 0; i++) { int index = UnityEngine.Random.Range(0, list_copy.Count); scope_list.Add(list_copy[index]); list_copy.Remove(list_copy[index]); } } //展示攻击目标 for (int i = scope_list.Count - 1; i >= 0; i--) { ChessContainer cc = (ChessContainer)scope_list[i]; BK_AnimEvts vfx = BKTools.addVFX_Dancer(Main.Inst.GetComponent <VFX_Dictionary>().Skill_Target_Mark); vfx.transform.SetParent(cc.transform, false); } yield return(new WaitUntil(BKTools.ISCWithArgu(STR_Skill_Coroutine))); //计算效果 Main.Inst.b_attacked = true; AnalyseSkillKouKa(skill, scope_list); //计算结果后等待 yield return(new WaitForSeconds(Data.DELAY_AFTER_SKILL)); driving_skill_list.Remove(this); attack_Direction = eDirection.All; Main.Inst.redDancer(STR_Skill_Coroutine[0]); yield return(null); }