示例#1
0
    /// <summary>
    /// 获取技能特效的播放时间
    /// </summary>
    /// <param name="skillId"></param>
    /// <param name="attackerId"></param>
    /// <param name="targetId"></param>
    /// <param name="vTargetPos"></param>
    /// <param name="type"></param>
    /// <returns></returns>
    public static float GetSkillHitTime(int skillId, long attackerId, long targetId, Vector3 vTargetPos, EffectInstanceType type)
    {
        SkillBase skill = SkillGameManager.GetSkillBase(skillId);

        if (skill != null)
        {
            return(skill.GetHitTime(attackerId, targetId, vTargetPos, type));
        }
        else
        {
            return(-1);
        }
    }
示例#2
0
        /// <summary>
        /// 取得攻击动作播放的时间
        /// </summary>
        /// <param name="attackerId"></param>
        /// <param name="targetId"></param>
        /// <param name="vTargetPos"></param>
        /// <param name="type"></param>
        /// <returns></returns>
        public virtual float GetHitTime(long attackerId, long targetId, Vector3 vTargetPos, EffectInstanceType type)
        {
            int attackerEffectId   = 0;
            int BeAttackerEffectId = 0;

            this.GetEffectId(attackerId, ref attackerEffectId, ref BeAttackerEffectId);
            float effectTime = 0;

            if (targetId > 0)
            {
                effectTime = EffectManager.Instance.GetEffectHitTime(attackerEffectId, attackerId, targetId, type);
            }
            else
            {
                effectTime = EffectManager.Instance.GetEffectHitTime(attackerEffectId, attackerId, vTargetPos, type);
            }
            return(effectTime);
        }
示例#3
0
 /// <summary>
 /// 取得技能攻击特效的存活时间(目标神兽 + 技能类型)
 /// </summary>
 /// <param name="effectId"></param>
 /// <param name="castId"></param>
 /// <param name="targetId"></param>
 /// <param name="type"></param>
 /// <returns></returns>
 public float GetEffectHitTime(int effectId, long castId, long targetId, EffectInstanceType type)
 {
     return(0);
 }