public static string GetStringType(EF_NODE_TYPE ty) { string[] ty_str_s = { "角色动作", "放置特效", "挂接特效", "散射特效", "跟踪特效", "触发事件", "音 效", "相机震动", "位置变换", "伤害点", "多次伤害点", "慢镜头" }; return(ty_str_s[(int)ty]); }
public string nodeState = "None";//Client.SkillState.None.ToString(); public virtual void Read(JsonData jsNode) { type = (EF_NODE_TYPE)(jsNode.GetInt32("type", 0)); time = jsNode.GetFloat("time", 0.0f); bActive = jsNode.GetBool("enable", true); only_main_role = jsNode.GetBool("only_main_role", false); nodeID = jsNode.GetInt32("nodeID", 0); // nodeState = jsNode.GetString("nodeState", Client.SkillState.None.ToString()); nodeState = jsNode.GetString("nodeState", "None"); }
public void Load(JsonData effect_root) { m_name = effect_root.GetString("name", ""); JsonData node_list = effect_root["nodes"]; int hit_index = 0; for (int n = 0; n < node_list.Count; n++) { // skillEffect.effect_node = effect_root[n]; JsonData js_node = node_list[n]; EF_NODE_TYPE type = (EF_NODE_TYPE)js_node.GetInt32("type", 0); EffectNodeProp effect_node = CreateEffectProp(type); if (effect_node != null) { //effect_node.type = type; //effect_node.time = js_node.GetFloat("time", 0.0f); //effect_node.enable = js_node.GetBool("enable", true); effect_node.Read(js_node); if (effect_node.bActive && effect_node.is_hit_node) { HitNodeProp hitNode = effect_node as HitNodeProp; hitNode.hit_index = hit_index; //发射特效,伤害半径为0,不检测伤害 ArrowFxNodeProp arrow_node = hitNode as ArrowFxNodeProp; if (arrow_node != null) { if (arrow_node.radius > 0.0001f) { hit_index++; } } else { hit_index++; } } Add(effect_node); } } }
public static EffectNodeProp CreateEffectProp(EF_NODE_TYPE type) { switch (type) { case EF_NODE_TYPE.ACTION: return(ScriptableObject.CreateInstance <ActionNodeProp>()); // new ActionNodeProp(); case EF_NODE_TYPE.ATTACH_FX: return(ScriptableObject.CreateInstance <AttachFxNodeProp>()); // new AttachFxNodeProp(); case EF_NODE_TYPE.EVENT: return(ScriptableObject.CreateInstance <EventNodeProp>()); // new EventNodeProp(); case EF_NODE_TYPE.ARROW_FX: return(ScriptableObject.CreateInstance <ArrowFxNodeProp>()); // new ArrowFxNodeProp(); case EF_NODE_TYPE.FOLLOW_FX: return(ScriptableObject.CreateInstance <FollowFxNodeProp>()); // new FollowFxNodeProp(); case EF_NODE_TYPE.PLACE_FX: return(ScriptableObject.CreateInstance <PlaceFxNodeProp>()); // new PlaceFxNodeProp(); case EF_NODE_TYPE.SOUND: return(ScriptableObject.CreateInstance <SoundNodeProp>()); // new SoundNodeProp(); case EF_NODE_TYPE.MOVE: return(ScriptableObject.CreateInstance <MoveNodeProp>()); // new MoveNodeProp(); case EF_NODE_TYPE.SINGLE_HIT: return(ScriptableObject.CreateInstance <SingleHitNodeProp>()); // new SingleHitNodeProp(); case EF_NODE_TYPE.CAMERA: return(ScriptableObject.CreateInstance <ShakeCameraNodeProp>()); // new ShakeCameraNodeProp(); case EF_NODE_TYPE.CastOverNode: return(ScriptableObject.CreateInstance <CastOverNodeProp>()); // new CastOverNodeProp(); case EF_NODE_TYPE.MULT_HIT: return(ScriptableObject.CreateInstance <MultHitNodeProp>()); // new MultHitNodeProp(); } //Log.Error("error create node, type={0}", type); return(null); }
public static EffectNode CreateEffectNode(EF_NODE_TYPE type) { switch (type) { case EF_NODE_TYPE.ACTION: { return(m_actionNodePool.Alloc(() => { return new ActionNode(); })); } case EF_NODE_TYPE.ATTACH_FX: { return(m_attachNodePool.Alloc(() => { return new AttachFxNode(); })); } case EF_NODE_TYPE.EVENT: { return(m_eventNodePool.Alloc(() => { return new EventNode(); })); } case EF_NODE_TYPE.ARROW_FX: { return(m_arrowNodePool.Alloc(() => { return new ArrowFxNode(); })); } case EF_NODE_TYPE.FOLLOW_FX: { return(m_followNodePool.Alloc(() => { return new FollowFxNode(); })); } case EF_NODE_TYPE.PLACE_FX: { return(m_placeNodePool.Alloc(() => { return new PlaceFxNode(); })); } case EF_NODE_TYPE.SOUND: { return(m_soundNodePool.Alloc(() => { return new SoundNode(); })); } case EF_NODE_TYPE.MOVE: { return(m_moveNodePool.Alloc(() => { return new MoveNode(); })); } case EF_NODE_TYPE.SINGLE_HIT: { return(m_singleNodePool.Alloc(() => { return new SingleHitNode(); })); } case EF_NODE_TYPE.CAMERA: { return(m_shakecameraNodePool.Alloc(() => { return new ShakeCameraNode(); })); } case EF_NODE_TYPE.CastOverNode: { return(m_castNodePool.Alloc(() => { return new CastOverNode(); })); } case EF_NODE_TYPE.MULT_HIT: { return(m_multhitNodePool.Alloc(() => { return new MultHitNode(); })); } default: break; } return(null); }
public bool Update(float dTime) { if (m_Prop == null) { bPlayFinish = false; return(false); } if (m_Atttacker != null) { if (!m_Atttacker.IsLive()) { bPlayFinish = false; return(false); } } float fTime = m_fCurrentTime + dTime; // Log.Error("dttime is {0} ftime is {1}", dTime,fTime); float maxtime = 0; bool bAlive = false; if (!bPlayFinish) {//bPlayFinish 标志所有节点是否全部播放过 减少SortedDictionary 迭代gc分配 SortedDictionary <float, List <EffectNode> > .Enumerator iter = m_EffectNodes.GetEnumerator(); while (iter.MoveNext()) { var parieffect = iter.Current; float fNodeTime = parieffect.Key;// *0.001f; maxtime = fNodeTime > maxtime ? fNodeTime : maxtime; if (fNodeTime > fTime) { bAlive = true; break; } if (fNodeTime < m_fCurrentTime) { for (int i = 0; i < parieffect.Value.Count; ++i) { parieffect.Value[i].Update(dTime); } continue; } for (int i = 0; i < parieffect.Value.Count; ++i) { if (parieffect.Value[i] == null) { continue; } if (parieffect.Value[i].prop == null) { continue; } if (fTime > parieffect.Value[i].prop.time && m_fCurrentTime <= parieffect.Value[i].prop.time) { if (!bStop) {//技能停止后 未播放的动作和特效节点不再播放 if (IsHideFx()) { EF_NODE_TYPE t = parieffect.Value[i].type; if (t == EF_NODE_TYPE.ARROW_FX || t == EF_NODE_TYPE.ATTACH_FX || t == EF_NODE_TYPE.FOLLOW_FX || t == EF_NODE_TYPE.PLACE_FX) { continue; } } // PlaySkillNode(parieffect.Value[i]); parieffect.Value[i].Play(m_Atttacker, this); bAlive = true; } } } } } m_fCurrentTime = fTime; m_bAlive = bAlive; maxtime *= 1000; maxtime = maxtime > m_uSkillLen ? maxtime : m_uSkillLen; if (fTime * 1000 >= maxtime) { bPlayFinish = true; } return(bAlive); }