示例#1
0
文件: EffectNode.cs 项目: sjb8100/src
        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]);
        }
示例#2
0
 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");
 }
示例#3
0
        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);
                }
            }
        }
示例#4
0
        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);
        }
示例#5
0
        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);
        }
示例#6
0
        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);
        }