// 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); }
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); }
public void DeleteSelf() { if (CRLuo != null) { Destroy(CRLuo.gameObject); CRLuo = null; } Destroy(this.gameObject); }
public void Die(bool left) { CRLuo_PlayAnim_FX fx = left ? Man_L : Man_R; if (fx != null) { fx.Die(); } }
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); }
//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); } } } }
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; } } }
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); } } } }
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); }
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; } }
//移除角色网格队列 public void RemoveRole(CRLuo_PlayAnim_FX aCRLuo_PlayAnim_FX) { go_Objects.Remove(aCRLuo_PlayAnim_FX.mainMeshRender); }
public void AddRole(CRLuo_PlayAnim_FX aCRLuo_PlayAnim_FX) { go_Objects.Add(aCRLuo_PlayAnim_FX.mainMeshRender); }
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); }