// Use this for initialization void Start() { //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterColliderTriggerDelegate(RootHit); this.boneAnimation.RegisterUserTriggerDelegate(AttackDestroy); }
IEnumerator cheatAniPlay(string no) { SmoothMoves.BoneAnimation boneAni = gameObject.GetComponent <SmoothMoves.BoneAnimation>(); if (string.IsNullOrEmpty(no) == true) { string aniName = boneAni.GetAnimationClipName(0); no = aniName.Split('_') [1]; } string ani = "Atk_" + no; int i = boneAni.GetAnimationClipIndex(ani); if (i == -1) { yield break; } if (boneAni.IsPlaying(ani) == true) { boneAni.Stop(); } Debug.Log(boneAni[ani].length); boneAni.CrossFade(ani); yield return(new WaitForSeconds(boneAni[ani].length)); if (boneAni != null) { boneAni.CrossFade("Idle_" + no); } }
/// <summary> /// 開啟當前階段的提示 /// </summary> /// <param name="currentStage">目前進行階段</param> public void ShowStageHint(DrawStage currentStage) { this.currentStageHintObject = (GameObject)Instantiate(this.StageHintObject); SmoothMoves.BoneAnimation boneAnimation = this.currentStageHintObject.GetComponent <SmoothMoves.BoneAnimation>(); boneAnimation.playAutomatically = false; boneAnimation.Play(currentStage.ToString()); }
IEnumerator cheatAniPlay(string no) { SmoothMoves.BoneAnimation boneAni = gameObject.GetComponent <SmoothMoves.BoneAnimation>(); string ani = "Atk_" + no; int i = boneAni.GetAnimationClipIndex(ani); if (i == -1) { yield break; } if (boneAni.IsPlaying(ani) == true) { boneAni.Stop(); } boneAni.CrossFade(ani); yield return(new WaitForSeconds(boneAni[ani].length)); if (boneAni != null) { boneAni.CrossFade("Idle_" + no); } }
void Start() { if (string.IsNullOrEmpty(no) == true) { SmoothMoves.BoneAnimation boneAni = gameObject.GetComponent <SmoothMoves.BoneAnimation>(); string aniName = boneAni.GetAnimationClipName(0); no = _no = aniName.Split('_') [1]; } }
// Use this for initialization void Start() { //載入敵人資訊 this.enemyInfo = this.GetComponent<EnemyPropertyInfo>(); //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); GameManager.script.RegisterBoneAnimation(this.boneAnimation); //註冊BoneAnimation,GameManager統一管理 }
// Use this for initialization void Start() { //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterUserTriggerDelegate(FlowerCloseDestroy); this.boneAnimation.playAutomatically = false; this.boneAnimation.Play("FlowerOpen"); }
void Start() { if (string.IsNullOrEmpty(no) == true) { SmoothMoves.BoneAnimation boneAni = gameObject.GetComponent <SmoothMoves.BoneAnimation>(); string aniName = boneAni.GetAnimationClipName(0); no = _no = aniName.Split('_') [1]; ChangeNo(changeTo); StartCoroutine("cheatAniPlay", no); } }
// Use this for initialization void Start() { this.isDisappear = false; //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterUserTriggerDelegate(DisappearDestroy); //讀取系統儲存的障礙物屬性資料 GameDefinition.ObstacleData getData = GameDefinition.ObstacleList.Find((GameDefinition.ObstacleData data) => { return data.ObstacleName == Obstacle; }); this.Damage = getData.Damage; }
/// <summary> /// 恢復所有註冊的BoneAnimation /// </summary> public void ResumeAllBoneAnimation() { lock (this.AllBoneAnimationList) { //從AllBoneAnimation 複製到local arrays SmoothMoves.BoneAnimation[] allAnimations = new SmoothMoves.BoneAnimation[this.AllBoneAnimationList.Keys.Count]; this.AllBoneAnimationList.Keys.CopyTo(allAnimations, 0); for (int i = 0; i < allAnimations.Length; i++) { this.AllBoneAnimationList[allAnimations[i]] = true; //將狀態改為正在使用 } } }
/// <summary> /// 切換作畫階段 /// </summary> /// <param name="nextStage">下一階段</param> public void ChangeDrawStage(DrawStage nextStage) { if (nextStage == DrawStage.等待中) { return; } if (this.currentStageHintObject != null) { Destroy(this.currentStageHintObject); } this.物件區背景.SetActive(false); if (nextStage == DrawStage.寄信) { this.CurrentDrawStage = DrawStage.等待中; this.現代郎世寧.SetActive(false); //將左上"現代郎世寧"關閉 this.截圖使用物件.SetActive(true); //開啟"截圖使用物件" State.script.光源的控制桿.SetActive(false); ScreenShot.script.RunScreenCapture(); return; } else if (nextStage == DrawStage.簽名) { this.CurrentDrawStage = DrawStage.簽名; this.現代郎世寧.SetActive(false); //將左上"現代郎世寧"關閉 this.截圖使用物件.SetActive(true); //開啟"截圖使用物件" State.script.光源的控制桿.SetActive(false); this.簽名物件.SetActive(true); return; } GameObject obj = (GameObject)Instantiate(this.TitleShowObject); SmoothMoves.BoneAnimation boneAnimation = obj.GetComponent <SmoothMoves.BoneAnimation>(); boneAnimation.playAutomatically = false; boneAnimation.Play(nextStage.ToString()); //開頭動畫狀態進行觸碰事件偵測 if (nextStage == DrawStage.開頭動畫) { this.CurrentDrawStage = DrawStage.開頭動畫; } else { this.CurrentDrawStage = DrawStage.等待中; } }
void ChangeNo(int plus) { SmoothMoves.BoneAnimation boneAni = gameObject.GetComponent <SmoothMoves.BoneAnimation> (); string aniName = gameObject.name; //print (aniName); string[] arr = aniName.Split('_'); if (arr.Length >= 3) { int n2; int.TryParse(arr[2], out n2); int n1; int.TryParse(arr[1], out n1); if (n2 - n1 >= plus) { int n; int.TryParse(_no, out n); no = (n + plus).ToString().PadLeft(4, '0'); boneAni.Stop(); //StopCoroutine ("cheatAniPlay"); //StartCoroutine ("cheatAniPlay", no); } } }
// Use this for initialization void Start() { this.isWeak = false; this.CurrentEnergy = 0; //當前能量初始化為0 this.MaxEnergy = 1000; //能量值上限1000 //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); //讀取系統儲存的角色屬性資料 GameDefinition.RoleData getData = GameDefinition.RoleList.Find((GameDefinition.RoleData data) => { return data.RoleName == Role; }); this.maxLife = getData.Life; this.currentLife = getData.Life; this.damage = getData.Damage; this.defence = getData.Defence; this.AttackRatioAdd = getData.AttackRatioAdd; this.AttackLV = PlayerPrefsDictionary.script.GetValue(LevelSystem.script.RoleNameDictionary[this.Role] + "_BASIC_LV"); this.UltimateSkillLV = PlayerPrefsDictionary.script.GetValue(LevelSystem.script.RoleNameDictionary[this.Role] + "_ULT_LV"); this.cureRate = this.maxLife / 300; InvokeRepeating("RestoreLifePersecond", 0.1f, 1); //每秒固定回復生命值 InvokeRepeating("RestoreEnergyPersecond", 0.1f, 1); //每秒固定回復能量值 }
/// <summary> /// 暫停所有註冊的BoneAnimation (去除參數的BoneAnimation) /// </summary> /// <param name="dontStopAnimation">不暫停的BoneAnimation</param> public void StopAllBoneAnimation(SmoothMoves.BoneAnimation dontStopAnimation = null) { lock (this.AllBoneAnimationList) { //從List 複製到local arrays SmoothMoves.BoneAnimation[] allAnimations = new SmoothMoves.BoneAnimation[this.AllBoneAnimationList.Keys.Count]; this.AllBoneAnimationList.Keys.CopyTo(allAnimations, 0); List<SmoothMoves.BoneAnimation> animationList = new List<SmoothMoves.BoneAnimation>(allAnimations); //去除不必暫停物件 if (dontStopAnimation != null) animationList.Remove(dontStopAnimation); for (int i = 0; i < animationList.Count; i++) { animationList[i].Stop(); //暫停BoneAnimation的運作 this.AllBoneAnimationList[animationList[i]] = false; //將狀態改為停止 } } }
void Start() { script = this; boneAnimation = this.GetComponent <SmoothMoves.BoneAnimation>(); boneAnimation.playAutomatically = false; }
// Use this for initialization void Start() { //設定BoneAnimation this.boneAnimation = this.GetComponent <SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterUserTriggerDelegate(this.AutoDestroy); }
// Use this for initialization void Start() { script = this; //載入敵人資訊 this.bossInfo = this.GetComponent<BossPropertyInfo>(); //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterUserTriggerDelegate(UserTrigger); GameManager.script.RegisterBoneAnimation(this.boneAnimation); //註冊BoneAnimation,GameManager統一管理 this.boneAnimation.playAutomatically = false; this.boneAnimation.Play("nowake"); this.currentBossAction = BossAction.未甦醒; this.currentOpenFlowerCount = 0; //目前開出花朵的數目設定為0 this.addDamageValue = 0; //累積的傷害值設定為0 this.ActionTimer.ChangeTimerState(false); //關閉計時器功能 this.currentAttackProbability = this.minAttackProbability; //當前觸發樹根攻擊的機率為最小機率 this.currentAddFlowerOpenTime = this.ActionTimer.花朵生成時間; this.NextActionTime = this.ActionTimer.觸發小樹根間隔時間; }
// Use this for initialization void Start() { this.isExplosion = false; //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterUserTriggerDelegate(ExplosionDestroy); }
// Use this for initialization void Start() { this.isDead = false; //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterUserTriggerDelegate(DeadDestroy); //如CurrentMaterial有值,則設定當前物件Material if (this.CurrentMaterial != null) { this.boneAnimation.RestoreOriginalMaterials(); this.boneAnimation.SwapMaterial(this.boneAnimation.mMaterialSource[0], this.CurrentMaterial); } //讀取系統儲存的BOSS屬性資料 if (this.Boss != GameDefinition.Boss.自訂Boss) //如是"自訂"BOSS,則不讀取系統資料 { GameDefinition.BossData getData = GameDefinition.BossList.Find((GameDefinition.BossData data) => { return data.BossName == Boss; }); this.maxLife = getData.Life; this.currentLife = getData.Life; this.defence = getData.Defence; this.coin = getData.Coin; this.skillData = getData.SkillData; } }
// Use this for initialization void Start() { //載入敵人資訊 this.enemyInfo = this.GetComponent<EnemyPropertyInfo>(); //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterColliderTriggerDelegate(WeaponHit); this.boneAnimation.RegisterUserTriggerDelegate(ShootEvent); GameManager.script.RegisterBoneAnimation(this.boneAnimation); //註冊BoneAnimation,GameManager統一管理 }
void Start() { script = this; boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); boneAnimation.playAutomatically = false; }
// Use this for initialization void Start() { this.isDead = false; //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterUserTriggerDelegate(DeadDestroy); //如CurrentMaterial有值,則設定當前物件Material if (this.CurrentMaterial != null) { this.boneAnimation.RestoreOriginalMaterials(); this.boneAnimation.SwapMaterial(this.boneAnimation.mMaterialSource[0], this.CurrentMaterial); } //讀取系統儲存的怪物屬性資料 if (this.Enemy != GameDefinition.Enemy.自訂) //如是"自訂"怪物,則不讀取系統資料 { GameDefinition.EnemyData getData = GameDefinition.EnemyList.Find((GameDefinition.EnemyData data) => { return data.EnemyName == Enemy; }); this.maxLife = getData.Life; this.currentLife = getData.Life; this.damage = getData.Damage; this.defence = getData.Defence; this.coin = getData.Coin; } }
// Use this for initialization void Start() { //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterUserTriggerDelegate(this.AutoDestroy); }
// Use this for initialization void Start() { //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterUserTriggerDelegate(AnimationEventFunction); }
// Use this for initialization void Start() { bom = this.GetComponent<SmoothMoves.BoneAnimation>(); }
// Use this for initialization void Start() { //載入角色資訊 this.roleInfo = this.GetComponent<RolePropertyInfo>(); this.isUsingSkill = false; //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterColliderTriggerDelegate(WeaponHit); this.boneAnimation.RegisterUserTriggerDelegate(ShootEvent); GameManager.script.RegisterBoneAnimation(this.boneAnimation); //註冊BoneAnimation,GameManager統一管理 }
// Use this for initialization void Start() { script = this; GameManager.script.CurrentBossObject = this.gameObject; //紀錄當前魔王物件(使用絕技要暫停iTween) //載入敵人資訊 this.bossInfo = this.GetComponent<BossPropertyInfo>(); //設定BoneAnimation this.boneAnimation = this.GetComponent<SmoothMoves.BoneAnimation>(); this.boneAnimation.RegisterUserTriggerDelegate(UserTrigger); this.boneAnimation.RegisterColliderTriggerDelegate(WeaponHit); GameManager.script.RegisterBoneAnimation(this.boneAnimation); //註冊BoneAnimation,GameManager統一管理 //紀錄原始Scale this.originScale = this.transform.localScale; //抓到Boss的定位點 foreach (var pos in this.BattlePositionList) pos.PositionTransform = GameObject.Find(pos.PositionName).transform; this.NextActionTime = 0; //測試用,進行魔王登場 this.BossReadyAppear(); }