示例#1
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);
        }
示例#2
0
        void Update()
        {
            if (!bStart)
            {
                return;
            }
            if (bDestory)
            {
                return;
            }
            if (Time.time - m_startTime > m_len)
            {
                //超过最长时间
                DestroyFx();
                return;
            }

            if (m_targetObj != null)
            {
                if (m_attacker == null)
                {
                    DestroyFx();
                    return;
                }
                //目标已经死亡
                if (m_attacker.IsLive() == false)
                {
                    DestroyFx();
                    return;
                }
            }
            Vector3 targetPos = m_attacker.GetTargetHitNodePos(m_SkillTarget, targetHitNode);

            if (targetPos == Vector3.zero)
            {
                targetPos = castPos;
                // Log.Error("use cast pos");
            }
            else
            {
                float dis = GetVectorDistance(transform.position, targetPos);
                totalTime -= Time.deltaTime;
                if (totalTime >= 0)
                {
                    m_speed = dis / totalTime;
                }
                else
                {
                    DestroyFx();
                    return;
                }
            }
            // m_speed += m_acce * Time.deltaTime;
            float deltaMove = m_speed * Time.deltaTime;

            //   Log.Error("speed is " + m_speed + " delta move is " + deltaMove);
            if (m_targetObj != null)
            {
                Vector3 dist = targetPos - transform.position;
                Vector3 dir  = dist.normalized;

                transform.LookAt(targetPos);
                float distance = GetVectorDistance(targetPos, transform.position);
                //  if (distance <= deltaMove * deltaMove)
                if (distance <= 0.2f)
                {
                    //击中目标,
                    if (m_attacker != null)
                    {
                        // m_hitNode.m_uDamageID = m_attacker.GetDamageID();
                        //Log.Error("follow hit");
                        m_attacker.OnComputeHit(m_targetObj, m_hitNode);

                        DestroyFx();
                        return;
                    }

                    //已经到达
                    transform.position = targetPos;
                }
                else
                {
                    transform.position += dir * deltaMove;
                }
                // Log.Error("dir is " + dir + " pos is " + transform.position+"  targetpos is "+targetPos);
            }
            else
            {
                DestroyFx();
                //transform.position += transform.forward * deltaMove;
            }
        }