public void GenerateEffect(EffectSet set) { GameObject effect = GameObject.Instantiate <GameObject>(set.prefab); Vector3 pos = (set.attachTo != null) ? set.attachTo.position : transform.position; Vector3 euler = (set.attachTo != null && set.useLocalEulerOffset) ? set.attachTo.eulerAngles : transform.eulerAngles; effect.transform.position = pos; effect.transform.position += (set.attachTo != null)?set.attachTo.TransformVector(set.offset):set.offset; effect.transform.eulerAngles = euler + set.eulerOffset; GameObject.Destroy(effect, set.time); }
public void SetStaticEffectPosition(E_PARTICLE_STATIC_EFFECT eId, int nIndex, Vector3 vWorldPos) { if (m_dicStaticEffect.ContainsKey(eId) == false) { return; } EffectSet cRes = m_dicStaticEffect[eId]; List <ParticleSystem> listParticleSystem = cRes.m_listParticleSystem; listParticleSystem[nIndex].transform.position = vWorldPos; }
public void PlayInstantEffect(Vector3 vPos, E_PARTICLE_INSTANT_EFFECT eId) { EffectSet cRes = m_dicEffect[eId]; List <ParticleSystem> listParticleSystem = cRes.m_listParticleSystem; listParticleSystem[cRes.m_nIdx].transform.position = vPos; listParticleSystem[cRes.m_nIdx].Play(); cRes.m_nIdx++; if (cRes.m_nIdx >= listParticleSystem.Count) { cRes.m_nIdx = 0; } }
public List <Effect> GetAllEffects() { List <Effect> results = new List <Effect>(); for (int i = 0; i < effectTypes.Count; i++) { EffectSet holder = effectHolder.GetEffectSet(effectTypes[i]); if (holder != null) { results.AddRange(holder.effects); } } return(results); }
public ExtendItem Effect(params IEffect[] effects) { if (effects.Length == 1) { this.effect = effects[0]; } else if (effects.Length > 1) { this.effect = EffectSet.Of(effects); } else { this.effect = null; } return(this); }
public virtual void EndFight(Deck d, EffectSet ef) { }
public virtual void StartFight(Deck d, EffectSet ef) { }
public virtual void CardPlayed(Card card, EffectSet ef, IEntity player, IEntity enemy) { }
public override void StartFight(Deck d, EffectSet relicEf) { relicEf.EnemyEffect.Status.Add(new StatusInstance(new Vulnerable(), 1)); }
public override void CardPlayed(Card card, EffectSet ef, IEntity player, IEntity enemy) { }
public override void Apply(Fight f, Player player, IEnemy enemy, EffectSet ef) { var si = new StatusInstance(new Strength(), 2); ef.PlayerEffect.Status.Add(si); }
public abstract void Apply(Fight f, Player player, IEnemy enemy, EffectSet ef);
public void GenerateEffect(int index) { EffectSet set = effectList[index]; GenerateEffect(set); }
private void ShrinkPool(EffectSet e) { e.Delete(); _effectPool.Remove(e); }
public virtual void EndTurn(Player player, IEntity enemy, EffectSet ef) { }
public override void Apply(Fight fight, Player player, IEnemy enemy, EffectSet ef) { var si = new StatusInstance(new PlatedArmor(), 4); ef.PlayerEffect.Status.Add(si); }
public override void StartFight(Deck d, EffectSet ef) { ef.PlayerEffect.Status.Add(new StatusInstance(new Strength(), 1)); }