public static void CreateHPChanger(EntityBase from, EntityBase to, HitStruct hs) { GameObject child = EffectGet("Game/UI/HPChanger"); child.SetParentNormal(GameNode.m_HP); child.GetComponent <HPChanger>().Init(to, hs); if ((((from != null) && from.IsSelf) && (hs.type == HitType.Crit)) && ((hs.sourcetype == HitSourceType.eBullet) || (hs.sourcetype == HitSourceType.eBody))) { GameNode.CameraShake(CameraShakeType.Crit); } }
private void HeroDroping() { if (this.bDropStart && (this.frameCount <= (Time.frameCount - 3))) { this.mDropStartTime += Updater.delta; float num = this.mDropStartTime / this.mDropTime; num = MathDxx.Clamp01(num); GameLogic.Self.SetPosition(new Vector3(GameLogic.Self.position.x, this.starty * this.curve.Evaluate(num), GameLogic.Self.position.z)); if ((num == 1f) && (GameLogic.Self.position.y <= 0f)) { GameLogic.Self.SetPosition(new Vector3(GameLogic.Self.position.x, 0f, GameLogic.Self.position.z)); this.bDropStart = false; this.CreateSmoke(); GameLogic.Hold.Sound.PlayBattleSpecial(0x4c4b45, Vector3.zero); GameNode.CameraShake(CameraShakeType.FirstDrop); this.action.AddActionWaitDelegate(0.6f, delegate { GameLogic.Release.Game.ShowJoy(true); GameLogic.Release.Game.SetRunning(); this.DeInit(); if (GameLogic.Hold.BattleData.GetMode() == GameMode.eLevel) { ChooseSkillProxy.Transfer transfer; if (LocalSave.Instance.BattleIn_GetIn()) { if (LocalSave.Instance.BattleIn_GetLevelUpSkills() != null) { transfer = new ChooseSkillProxy.Transfer { type = (ChooseSkillProxy.ChooseSkillType)LocalSave.Instance.BattleIn_GetLevelUpType() }; Facade.Instance.RegisterProxy(new ChooseSkillProxy(transfer)); WindowUI.ShowWindow(WindowID.WindowID_ChooseSkill); } } else if (GameLogic.Self.m_EntityData.attribute.ExtraSkill.Value > 0L) { transfer = new ChooseSkillProxy.Transfer { type = ChooseSkillProxy.ChooseSkillType.eFirst }; Facade.Instance.RegisterProxy(new ChooseSkillProxy(transfer)); WindowUI.ShowWindow(WindowID.WindowID_ChooseSkill); } } LocalSave.Instance.BattleIn_UpdateIn(); }); } } }
protected override void OnDropEnd() { this.effect.gameObject.SetActive(true); this.effect.Play("Equip_Show"); GameNode.CameraShake(CameraShakeType.EquipDrop); }
protected override void OnUseSkill() { this.AllEntitiesAddBuff(0x400); GameNode.CameraShake(CameraShakeType.FirstDrop); }