示例#1
0
    // Use this for initialization
    void Start()
    {
        Object temp_Obj = ModelLoader.get3DModel(ID);

        //如果载入成功
        if (temp_Obj != null)
        {
            //  临时游戏对象 =(转换后方物体类型为GameObject)游戏对象.实例化当前读取物体(实例物体,初始位置,(优先转换(转换括号外对象为GameObject)obj)初始旋转)
            Man_GameObj = (GameObject)GameObject.Instantiate(temp_Obj, this.gameObject.transform.position, this.gameObject.transform.rotation);
        }
        else
        {
            //  临时游戏对象 =(转换后方物体类型为GameObject)游戏对象.实例化当前读取物体(实例物体,初始位置,初始旋转)
            Man_GameObj = (GameObject)GameObject.Instantiate(Default_Charactor, this.gameObject.transform.position, this.gameObject.transform.rotation);
        }
        Man_GameObj.GetComponent <CRLuo_PlayAnim_FX> ().Pos_L = Master.Pos_L;

        CRLuo_PlayAnim_FX Man_L = Man_GameObj.GetComponent <CRLuo_PlayAnim_FX>();

        Man_L.MyCamera_L.cullingMask = (1 << LayerMask.NameToLayer("Default")) | (1 << LayerMask.NameToLayer("3D"));
        Man_L.MyCamera_L.depth       = -1;

        Man_L.MyCamera_R.cullingMask = (1 << LayerMask.NameToLayer("Default")) | (1 << LayerMask.NameToLayer("3D"));
        Man_L.MyCamera_R.depth       = -1;

        Invoke("Show", ShowTime);
        Destroy(Man_GameObj, DeleteTime);
        Destroy(this.gameObject, DeleteTime);
    }
示例#2
0
    public void FlyDown(bool leftObj, bool dead)
    {
        CRLuo_PlayAnim_FX fx = leftObj ? Man_L : Man_R;

        fx.SaveLife = !dead;

        fx.HandleTypeAnim(CRLuoAnim_Main.Type.Injure_Fly_Go);
    }
示例#3
0
 public void DeleteSelf()
 {
     if (CRLuo != null)
     {
         Destroy(CRLuo.gameObject);
         CRLuo = null;
     }
     Destroy(this.gameObject);
 }
示例#4
0
    public void Die(bool left)
    {
        CRLuo_PlayAnim_FX fx = left ? Man_L : Man_R;

        if (fx != null)
        {
            fx.Die();
        }
    }
示例#5
0
    public CRLuo_PlayAnim_FX Show_LAction(int id_L)
    {
        Screen_Brightness_ONOFF(true);
        if (Man_GameObj_L != null)
        {
            Destroy(Man_GameObj_L);
        }


        string prefabName = "pb" + id_L;

        Man_L = null;

        #if SPLIT_MODEL
        Object temp_L = ModelLoader.get3DModel(id_L);
//		Debug.LogError (" temp  L ==" + temp_L );
        if (temp_L != null)
        {
            AssetTask task = new AssetTask(prefabName, typeof(Object), null);
            task.AppendCommonParam(id_L, temp_L);
            FeatureLeft(task);
        }
        else
        {
//			Debug.LogError (" temp  L is null  == " + Core.Data.sourceManager.IsModelExist(id_L) );
            if (Core.Data.sourceManager.IsModelExist(id_L))
            {
                AssetTask aTask = new AssetTask(prefabName, typeof(Object), FeatureLeft);
                aTask.AppendCommonParam(id_L, null, AssetTask.loadType.Only_loadlocal);
                //再通过WWW加载
                aTask.DispatchToRealHandler();
            }
            else
            {
                Object    tempDefault = PrefabLoader.loadFromUnPack("CRLuo/pbXXX", false, true);
                AssetTask task        = new AssetTask(prefabName, typeof(Object), null);
                task.AppendCommonParam(id_L, tempDefault);
                FeatureLeft(task);
            }
        }
        #else
        Object    temp_L = ModelLoader.get3DModel(id_L);
        AssetTask task   = new AssetTask(prefabName, typeof(Object), null);
        task.AppendCommonParam(id_L, temp_L);
        FeatureLeft(task);
        #endif

        return(Man_L);
    }
示例#6
0
    //在右边死亡
    void dropBallEx()
    {
        BanBattleManager battleMgr = BanBattleManager.Instance;

        if (battleMgr != null)
        {
            bool drop = battleMgr.dropOneBall(AttCombo);
            AttCombo = 0;             // clear cache
            if (drop)
            {
                CRLuo_PlayAnim_FX Suffer = battleMgr.main3DManager.Man_R;
                if (Suffer != null)
                {
                    dropBallAnim(Suffer.gameObject, false);
                }
            }
        }
    }
示例#7
0
    IEnumerator OverSkillAction(bool LiftObj, int count)
    {
        Screen_Brightness_ONOFF(false);
        if (Man_L != null && Man_R != null)
        {
            OverSkill_Key   = true;
            OverSkill_KeyUI = true;
            ///
            /// --- 这个是不记录Overskill1阶段连击数的 , 目前不再使用 ---
            //AsyncTask.QueueOnMainThread( () => {OverSkillEnd(count);}, OverSkillAddTime);

            ///
            /// --- 这个是用来记录下OverSkill1阶段的连击数 ---
            StartCoroutine(OverSkillEndWrap(LiftObj, OverSkillAddTime));

            Man_L.HandleTypeAnim(CRLuoAnim_Main.Type.GoRush);
            Man_R.HandleTypeAnim(CRLuoAnim_Main.Type.GoRush);
            MiniItween.MoveTo(Man_GameObj_L, new Vector3(0, 0, -Long_Near), Fly_Time);
            MiniItween.MoveTo(Man_GameObj_R, new Vector3(0, 0, Long_Near), Fly_Time);
            yield return(new WaitForSeconds(Fly_Time));

            if (LiftObj)
            {
                Man_L.RivalOBJ   = Man_R;
                Man_R.RivalOBJ   = null;
                Man_R.SaveLife   = !KillYou;
                Man_L.Injure_Key = false;
                Man_L.HandleTypeAnim(CRLuoAnim_Main.Type.OverSkill_0);

                Man_temp = Man_L;
            }
            else
            {
                Man_R.RivalOBJ   = Man_L;
                Man_L.RivalOBJ   = null;
                Man_L.SaveLife   = !KillYou;
                Man_R.Injure_Key = false;
                Man_R.HandleTypeAnim(CRLuoAnim_Main.Type.OverSkill_0);

                Man_temp = Man_R;
            }
        }
    }
示例#8
0
    public void showCoin()
    {
        if (OverSkill_Appear)
        {
            BanBattleManager battleMgr = BanBattleManager.Instance;
            if (battleMgr != null)
            {
                CRLuo_PlayAnim_FX Suffer = battleMgr.main3DManager.Man_R;

                if (Suffer != null)
                {
                    GameObject coin = getDropCoin(Count);
                    coin.SetActive(true);
                    RED.AddChild(coin, Suffer.gameObject);
                    float hight = Suffer.mainMeshRender.renderer.bounds.extents.y + Suffer.mainMeshRender.renderer.bounds.center.y;
                    coin.transform.localPosition = new Vector3(0f, hight, 0f);
                    Core.Data.soundManager.SoundFxPlay(SoundFx.FX_BrokeGold);
                }
            }
        }
    }
示例#9
0
    private void FeatureShow(AssetTask task)
    {
        NewOBJ = true;
        Object temp = task.Obj;

        if (Temp_OBJ != null)
        {
            Destroy(Temp_OBJ);
            Temp_OBJ = null;
        }

        if (temp != null)
        {
            Temp_OBJ = Instantiate(temp, StageOBJ.transform.position, Quaternion.Euler(new Vector3(0, 180, 0))) as GameObject;
        }
        else
        {
            temp     = PrefabLoader.loadFromUnPack("CRLuo/pbXXX", false, false);
            Temp_OBJ = Instantiate(temp, StageOBJ.transform.position, Quaternion.Euler(new Vector3(0, 180, 0))) as GameObject;
        }

        StageOBJ.transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0));

        Temp_OBJ.transform.parent = StageOBJ.transform;

        CRLuo = Temp_OBJ.GetComponent <CRLuo_PlayAnim_FX>();
        CRLuo.CameraKey_Attack     = false;
        CRLuo.CameraKey_GroupSkill = false;
        CRLuo.CameraKey_OverSkill  = false;
        CRLuo.CameraKey_Skill      = false;

        if (attri == MonsterAttribute.ALL)
        {
            CRLuo.AddGoldenGlow();
        }

        CRLuo.BodyFX_ON_OFF(this.mAllFated);
    }
示例#10
0
    private void FeatureRight(AssetTask task)
    {
        Object temp_R = task.Obj;

        if (temp_R != null)
        {
            Man_GameObj_R = (GameObject)GameObject.Instantiate(temp_R, new Vector3(0, 0, Long_Show), Quaternion.Euler(new Vector3(0, 180, 0)));
        }
        else
        {
            Man_GameObj_R = (GameObject)GameObject.Instantiate(Default_Charactor, new Vector3(0, 0, Long_Show), Quaternion.Euler(new Vector3(0, 180, 0)));
        }

        Man_R = Man_GameObj_R.GetComponent <CRLuo_PlayAnim_FX>();

        Man_R.MyCamera_L.cullingMask = (1 << LayerMask.NameToLayer("Default")) | (1 << LayerMask.NameToLayer("3D"));

        Man_R.MyCamera_L.depth = -1;

        Man_R.MyCamera_R.cullingMask = (1 << LayerMask.NameToLayer("Default")) | (1 << LayerMask.NameToLayer("3D"));
        Man_R.MyCamera_R.depth       = -1;

        Man_R.OBJScreen_ID = task.arg1;

        Man_R.Pos_L = false;

        Man_R.Injure_Key = false;

        Man_R.HandleTypeAnim(CRLuoAnim_Main.Type.Show);

        MiniItween.MoveTo(Man_GameObj_R, new Vector3(0, 0, Long_Show), Fly_Time);

        if (Man_L != null)
        {
            GoShowPos(true);
            Man_L.Injure_Key = false;
        }
    }
示例#11
0
 //移除角色网格队列
 public void RemoveRole(CRLuo_PlayAnim_FX aCRLuo_PlayAnim_FX)
 {
     go_Objects.Remove(aCRLuo_PlayAnim_FX.mainMeshRender);
 }
示例#12
0
 public void AddRole(CRLuo_PlayAnim_FX aCRLuo_PlayAnim_FX)
 {
     go_Objects.Add(aCRLuo_PlayAnim_FX.mainMeshRender);
 }
示例#13
0
    private void FeatureShow(AssetTask task)
    {
        Object temp = task.Obj;

        if (Temp_OBJ != null)
        {
            Destroy(Temp_OBJ);
            Temp_OBJ = null;
        }

        if (temp != null)
        {
            Temp_OBJ = Instantiate(temp, transform.position, Quaternion.Euler(new Vector3(0, 180, 0))) as GameObject;
        }
        else
        {
            temp     = PrefabLoader.loadFromUnPack("CRLuo/pbXXX", false, false);
            Temp_OBJ = Instantiate(temp, transform.position, Quaternion.Euler(new Vector3(0, 180, 0))) as GameObject;
        }

        Temp_OBJ.transform.parent = transform;

        SkinnedMeshRenderer mesh = Temp_OBJ.GetComponentInChildren <SkinnedMeshRenderer>();

        if (mesh != null)
        {
            if (mesh.bounds.extents.y > MAX_SIZE)
            {
//				RED.LogWarning ("大模型  " + mesh.bounds.extents.y);
                Temp_OBJ.transform.localScale = mesh.bounds.extents.y / MAX_SIZE * Vector3.one;
            }
            else if (mesh.bounds.extents.y < MIN_SIZE)
            {
//				RED.LogWarning ("小模型  " + mesh.bounds.extents.y);
                Temp_OBJ.transform.localScale = MIN_SIZE / mesh.bounds.extents.y * Vector3.one;
            }
            else
            {
//				RED.LogWarning ("正常模型  " + mesh.bounds.extents.y);
                Temp_OBJ.transform.localScale = Vector3.one;
            }
        }
        else
        {
            RED.LogWarning("mesh is null ");
        }

        ShadowAnim shadow = Temp_OBJ.GetComponentInChildren <ShadowAnim>();

        if (shadow != null)
        {
            shadow.enabled = false;
            shadow.transform.localPosition = Vector3.zero;
        }

        CRLuo = Temp_OBJ.GetComponent <CRLuo_PlayAnim_FX>();
        CRLuo.CameraKey_Attack     = false;
        CRLuo.CameraKey_GroupSkill = false;
        CRLuo.CameraKey_OverSkill  = false;
        CRLuo.CameraKey_Skill      = false;

        if (attri == MonsterAttribute.ALL)
        {
            CRLuo.AddGoldenGlow();
        }

        CRLuo.BodyFX_ON_OFF(this.mAllFated);
    }