private void ShowInLoop02(object o) { AttackRangeOutCircle02 = GameObjectLoader.LoadPath("effect/prefab/", "2000671_02", m_thisT); Vector3 pos = AttackRangeOutCircle02.transform.position; AttackRangeOutCircle02.transform.position = U3DUtil.AddX(pos, 1.5f); pos = AttackRangeOutCircle02.transform.position; AttackRangeOutCircle02.transform.position = U3DUtil.AddY(pos, 1.5f); AttackRangeOutCircle02.transform.Rotate(0, -180f, 0); }
void PlayDuskAtGrid(Int2 grid) { Vector3 localPos = RoomMap.GetRoomGridLocalPos(grid); Vector3 pos = BattleEnvironmentM.Local2WorldPos(localPos); pos = U3DUtil.AddZ(pos, 5f);//在建筑后面播放 pos = U3DUtil.AddX(pos, RoomGrid.m_width / 2.0f); pos = U3DUtil.AddY(pos, RoomGrid.m_heigth / 2.0f); GameObjectActionExcute gae = EffectM.LoadEffect(EffectM.sPath, "2000391", pos, m_tStart); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.0f); gae.AddAction(ndEffect); }
public void ClickDown(Vector3 MousePos) { Vector3 pos = U3DUtil.SetZ(MousePos, -Camera.main.transform.position.z); pos = Camera.main.ScreenToWorldPoint(pos); if (Mathf.Abs(Camera.main.transform.position.z) > 15) { pos = U3DUtil.AddY(pos, 2.5f); } else { pos = U3DUtil.AddY(pos, 1.5f); } StageTipWnd wnd = WndManager.GetDialog <StageTipWnd>(); wnd.SetTipData(pos, m_stageClickType, TipID, Quality, Name, Level, Description, HaveCount, Money); }
/// <summary> /// 攻击范围 光效完整环 /// </summary> /// <param name="isShow">是否显示</param> /// <param name="radius">攻击半径</param> public void ShowAttackRange(bool isShow, int radius = 1) { if (isShow) { if (AttackRangeInCircle01 == null && AttackRangeInCircle02 == null) { AttackRangeInCircle01 = GameObjectLoader.LoadPath("effect/prefab/", "2000661_01", m_thisT); Vector3 pos = AttackRangeInCircle01.transform.position; AttackRangeInCircle01.transform.position = U3DUtil.AddX(pos, 1.5f); pos = AttackRangeInCircle01.transform.position; AttackRangeInCircle01.transform.position = U3DUtil.AddY(pos, 1.5f); AttackRangeInCircle01.transform.Rotate(0, -180f, 0); GameObjectActionExcute gae = AttackRangeInCircle01.AddComponent <GameObjectActionExcute>(); GameObjectActionWait wait = new GameObjectActionWait(1f, ShowInLoop01); GameObjectActionDelayDestory fade = new GameObjectActionDelayDestory(1.0f); gae.AddAction(wait); gae.AddAction(fade); } if (AttackRangeOutCircle01 == null && AttackRangeOutCircle02 == null) { AttackRangeOutCircle01 = GameObjectLoader.LoadPath("effect/prefab/", "2000671_01", m_thisT); Vector3 pos = AttackRangeOutCircle01.transform.position; AttackRangeOutCircle01.transform.position = U3DUtil.AddX(pos, 1.5f); pos = AttackRangeOutCircle01.transform.position; AttackRangeOutCircle01.transform.position = U3DUtil.AddY(pos, 1.5f); AttackRangeOutCircle01.transform.Rotate(0, -180f, 0); GameObjectActionExcute gae = AttackRangeOutCircle01.AddComponent <GameObjectActionExcute>(); GameObjectActionWait wait = new GameObjectActionWait(1.0f, ShowInLoop02); GameObjectActionDelayDestory fade = new GameObjectActionDelayDestory(1.0f); gae.AddAction(wait); gae.AddAction(fade); } } else { U3DUtil.Destroy(AttackRangeInCircle01); U3DUtil.Destroy(AttackRangeInCircle02); U3DUtil.Destroy(AttackRangeOutCircle01); U3DUtil.Destroy(AttackRangeOutCircle02); } }
public void SetData(SoldierSkill soldierSkill, bool isBigSkill = true) { int iconID = soldierSkill.m_type; string name = soldierSkill.m_name; string[] s = soldierSkill.m_description1.Split(new string[] { "\\n" }, StringSplitOptions.RemoveEmptyEntries); if (s.Length < 2) { NGUIUtil.DebugLog("Skill m_description1 data error: " + soldierSkill.m_description1); return; } string desc = s[0]; string skillEffect = s[1]; SetUI(iconID, name, desc, skillEffect); if (!isBigSkill) { NGUIUtil.SetActive(LblBiSha, false); transform.localScale = new Vector3(0.8f, 0.8f, 0.8f); Vector3 pos = Spr2dSkillIcon.gameObject.transform.localPosition; Spr2dSkillIcon.gameObject.transform.localPosition = U3DUtil.AddY(pos, 35f); } }