void UnFreeze() { List <Life> listRAW = new List <Life>(); //CM.SearchLifeMListInBoat(ref listRAW, LifeMType.ALL); CM.SearchLifeMList(ref listRAW, null, LifeMType.ALL, LifeMCamp.ALL, MapSearchStlye.AllWorld, null, 0); foreach (Life item in listRAW) { item.Contiune(); item.SetDark(false); } MaterialM.DarkRevertBattleEnv(); ParticleEffect.StaticPlay(true); Bullet.ContinueAll(); }
void UnFreeze() { m_Skin.Scale(new Vector3(1.0f, 1.0f, 1.0f)); List <Life> listRAW = new List <Life>(); //CM.SearchLifeMListInBoat(ref listRAW, LifeMType.ALL); CM.SearchLifeMList(ref listRAW, null, LifeMType.ALL, LifeMCamp.ALL, MapSearchStlye.AllWorld, null, 0); foreach (Life item in listRAW) { item.Contiune(); item.SetDark(false); } MaterialM.DarkRevertBattleEnv(); (m_LifePrent as Role).ResetPos(); ParticleEffect.StaticPlay(true); Bullet.ContinueAll(); }
public void StartWithTarget(Life Parent) { m_StartTime = Time.time; Vector3 scale = new Vector3(1.25f, 1.25f, 1.25f); base.StartWithTarget(Parent, null); GameObject posgo = m_Skin.ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectPos); if (posgo != null) { //m_effectgo = SkillEffects._instance.LoadEffect("effect/prefab/", "1000011",posgo.transform.position,1.5f); GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "1000011", posgo.transform.position, BattleEnvironmentM.GetLifeMBornNode(true)); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.5f); gae.AddAction(ndEffect); m_effectgo = gae.gameObject; } Role.RefreshSkin(); //PlayAction(AnimatorState.Skill01,m_Start); (m_LifePrent as Role).SavePosZ(); if (m_lifeMCore != null) { if (m_lifeMCore.m_IsPlayer) { //Debug.Log(" 己方释放大招!!!"); List <Life> listRAW = new List <Life>(); m_LifePrent.SetDark(false); //CM.SearchLifeMListInBoat(ref listRAW, LifeMType.ALL); CM.SearchLifeMList(ref listRAW, null, LifeMType.ALL, LifeMCamp.ALL, MapSearchStlye.AllWorld, null, 0); List <Role> rs = new List <Role>(); bool ispause = false; foreach (Life item in listRAW) { if (item != m_LifePrent) { if (item is Role) { Role r = item as Role; if (r.CurrentAction != null && r.CurrentAction is GridActionCmdActiveSkill) { float starttime = (r.CurrentAction as GridActionCmdActiveSkill).m_StartTime; if (starttime >= 0) { if ((m_StartTime - starttime) > ConfigM.GetBigSkillDelatime()) { ispause = true; } rs.Add(r); } else { item.Pause(); item.SetDark(true); } } else { item.Pause(); item.SetDark(true); } } else { item.Pause(); item.SetDark(true); } } } foreach (Role r in rs) { if (ispause) { r.Pause(); r.SetDark(true); (r.CurrentAction as GridActionCmdActiveSkill).m_StartTime = -1f; } } MaterialM.DarkBattleEnv(); m_Skin.Scale(scale); ParticleEffect.StaticPlay(false); Bullet.PauseAll(); } } ActiiveStart(); if (m_skillinfo.m_LifeTarget != null) { m_skillinfo.m_LifeTarget.SetDark(false); } else { } }
public void OnDestroy() { MaterialM.RemoveMaterialM(this); }
void Start() { MaterialM.AddMaterialM(this); }
public static void RemoveMaterialM(MaterialM matM) { s_listMaterail.Remove(matM); }
public static void AddMaterialM(MaterialM matM) { s_listMaterail.Add(matM); }
void Awake() { self = this; }