示例#1
0
        public void Tick()
        {
            if (null == SkillItemDataModel)
            {
                return;
            }

            if (SkillItemDataModel.CoolDownTime > 0)
            {
                RadialCover.fillAmount       = SkillItemDataModel.CoolDownTime / SkillItemDataModel.CoolDownTimeTotal;
                CdLabel.text                 = ((int)SkillItemDataModel.CoolDownTime + 1).ToString();
                ChargeRadialCover.fillAmount = RadialCover.fillAmount;
                effectState = eEffectState.Cd;
            }

            if (PlayerDataManager.Instance.PlayerDataModel.SkillData.CommonCoolDown > 0)
            {
                if (SkillItemDataModel.CoolDownTime < PlayerDataManager.Instance.PlayerDataModel.SkillData.CommonCoolDown)
                {
                    RadialCover.fillAmount = PlayerDataManager.Instance.PlayerDataModel.SkillData.CommonCoolDown
                                             / PlayerDataManager.Instance.PlayerDataModel.SkillData.CommonCoolDownTotal;
                }
            }
            UpdateCoolDown();
        }
示例#2
0
    public void Copy(EA_EffectBaseInfo ib)
    {
        m_GDEffectId       = ib.m_GDEffectId;
        m_AttachObjectId   = ib.m_AttachObjectId;
        m_AttachBoneName   = ib.m_AttachBoneName;
        m_eLifeType        = ib.m_eLifeType;
        m_eAttachType      = ib.m_eAttachType;
        m_eEffectState     = ib.m_eEffectState;
        m_fStartTime       = ib.m_fStartTime;
        m_fLifeTime        = ib.m_fLifeTime;
        m_EffectTableIndex = ib.m_EffectTableIndex;

        m_EmitPos[0] = ib.m_EmitPos[0];
        m_EmitPos[1] = ib.m_EmitPos[1];
        m_EmitPos[2] = ib.m_EmitPos[2];

        m_EmitAngle[0] = ib.m_EmitAngle[0];
        m_EmitAngle[1] = ib.m_EmitAngle[1];
        m_EmitAngle[2] = ib.m_EmitAngle[2];

        m_EffectResourceType = ib.m_EffectResourceType;
        m_bForceAxis         = ib.m_bForceAxis;
        m_fForceYpos         = ib.m_fForceYpos;
        m_strObjectId        = ib.m_strObjectId;
    }
示例#3
0
    public float[] m_EmitAngle = new float[] { CObjGlobal.fInvalidAngle, CObjGlobal.fInvalidAngle, CObjGlobal.fInvalidAngle };  //	If it's not 0,0,0, look in that direction

    public EA_EffectBaseInfo()
    {
        m_GDEffectId         = CObjGlobal.InvalidEffectID;
        m_AttachObjectId     = CObjGlobal.InvalidObjID;
        m_AttachBoneName     = "";
        m_eLifeType          = eEffectLifeType.eLoop;
        m_eAttachType        = eEffectAttachType.eWorld;
        m_eEffectState       = eEffectState.ES_UnLoad;
        m_fStartTime         = 0;
        m_fLifeTime          = 0;
        m_EffectTableIndex   = "";
        m_EffectResourceType = eEffectResourceType.eParticle;
        m_bForceAxis         = false;
        m_fForceYpos         = 0.0f;
        m_strObjectId        = "";
    }
示例#4
0
        private void OnEnable()
        {
        #if !UNITY_EDITOR
            try
            {
        #endif

            effectState = eEffectState.Init;
            if (EffectObj.activeSelf)
            {
                EffectObj.SetActive(false);
            }

        #if !UNITY_EDITOR
        }

        catch (Exception ex)
        {
            Logger.Error(ex.ToString());
        }
        #endif
        }
示例#5
0
	void BeforePlay()
	{
		if(m_Owner.GetAnimationTime() > m_Timing ||
			(m_Owner.GetAnimationTime() == 0f && (Time.time - m_SetTime) * m_AnimSpeed > m_Timing))
		{
			m_State = eEffectState.After_Play;
			
			bool loop;
			switch(m_LoopType)
			{
			case eLoopType.Once:
			case eLoopType.Cut:
				loop = false;
				break;
			case eLoopType.Loop:
			case eLoopType.TimeLoop:
				loop = true;
				break;
			default:
				Debug.LogWarning("EffectElement:: Update: loop type is NONE. check action table.");
				loop = false;
				break;
			}
			
			switch(m_LinkType)
			{
			case eLinkType.AttachDummy:
				if( m_Owner.ModelObject != null)
					m_EffectIdx = AsEffectManager.Instance.PlayEffect(m_EffectName, m_Owner.ModelObject.transform, loop, m_LoopDuration * 0.001f, m_Owner.transform.localScale.y * m_Effect.StartSize);
				break;
			case eLinkType.HitPosition:
				if(m_Pos != Vector3.zero)
				{
					m_EffectIdx = AsEffectManager.Instance.PlayEffect(m_EffectName, m_Pos, loop, m_LoopDuration * 0.001f, m_Owner.transform.localScale.y * m_Effect.StartSize);
					AsEffectManager.Instance.SetAngleY(m_EffectIdx, m_Owner.transform.rotation.eulerAngles.y);
				}
				else if(m_TargetTrn != null)
					m_EffectIdx = AsEffectManager.Instance.PlayEffect(m_EffectName, m_TargetTrn, loop, m_LoopDuration * 0.001f, m_Owner.transform.localScale.y * m_Effect.StartSize);
				else
					Debug.LogWarning("EffectProcessor::BeforePlay: [eLinkType.HitPosition] position is (0,0,0) and target transform is null");
				break;
			case eLinkType.HoldPosition:
				m_EffectIdx = AsEffectManager.Instance.PlayEffect(m_EffectName, m_Owner.transform.position, loop, m_LoopDuration * 0.001f, m_Owner.transform.localScale.y * m_Effect.StartSize);
				AsEffectManager.Instance.SetAngleY(m_EffectIdx, m_Owner.transform.rotation.eulerAngles.y);
				break;
			case eLinkType.HitHoldPosition:
				Vector3 pos = Vector3.zero;
				if( m_PositionFix == false)
				{
					if( m_TargetTrn != null)
						pos = m_TargetTrn.position;
					else if(m_Pos != Vector3.zero)
						pos = m_Pos;
				}
				else
				{
					if( m_PositionCached != Vector3.zero)
						pos = m_PositionCached;
				}
				
				if( pos == Vector3.zero)
				{
					Debug.LogError("EffectProcessor::BeforePlay: [eLinkType.HitPosition] position is (0,0,0) and target transform is null");
					break;
				}
				m_EffectIdx = AsEffectManager.Instance.PlayEffect(m_EffectName, pos, loop, m_LoopDuration * 0.001f, m_Owner.transform.localScale.y * m_Effect.StartSize);
				AsEffectManager.Instance.SetAngleY(m_EffectIdx, m_Owner.transform.rotation.eulerAngles.y);
				break;
			case eLinkType.TargetChain:
				if( m_Owner.ModelObject != null && m_TargetTrn != null)
				{
					m_EffectIdx = AsEffectManager.Instance.PlayEffect(m_EffectName, m_Owner.ModelObject.transform, m_TargetTrn, loop, m_LoopDuration * 0.001f, m_Owner.transform.localScale.y * m_Effect.StartSize);
					AsEffectManager.Instance.SetAngleY(m_EffectIdx, m_Owner.ModelObject.transform.rotation.eulerAngles.y);
				}
				else
					Debug.LogWarning("Effectprocessor::BeforePlay: target transform is null. 'TargetChain' effect cannot be played");
				break;
			case eLinkType.Shooting:
				if( m_Owner.ModelObject != null && m_TargetTrn != null && m_Effect.Action.HitAnimation != null)
				{
					AsEffectManager.Instance.ShootingEffect(
						m_Effect.FileName, m_Owner.ModelObject.transform, m_TargetTrn, null,
						m_Effect.Action.HitAnimation.hitInfo.HitProjectileSpeed, m_Effect.Action.HitAnimation.hitInfo.HitProjectileAccel,
						m_Effect.Action.HitAnimation.hitInfo.HitProjectilePath, m_Owner.ModelObject.transform.localScale.y);
				}
				else
					Debug.LogWarning("Effectprocessor::BeforePlay: target transform is null. 'Shooting' effect cannot be played");
				break;
			case eLinkType.ShootingPosition:
				if( m_Owner.ModelObject != null && m_Effect.Action.HitAnimation != null)
				{
					AsEffectManager.Instance.ShootingEffect(
						m_Effect.FileName, m_Owner.ModelObject.transform, m_Pos, null,
						m_Effect.Action.HitAnimation.hitInfo.HitProjectileSpeed, m_Effect.Action.HitAnimation.hitInfo.HitProjectileAccel,
						m_Effect.Action.HitAnimation.hitInfo.HitProjectilePath, m_Owner.ModelObject.transform.localScale.y);
				}
				else
					Debug.LogWarning("Effectprocessor::BeforePlay: m_Effect.Action.HitAnimation == null. 'ShootingPosition' effect cannot be played");
				break;
			}
			
			AsEffectManager.Instance.SetSpeed(m_EffectIdx, m_AnimSpeed);
			
			m_BeganTime = Time.time;
		}
	}
示例#6
0
	void AfterPlay()
	{
		if(m_LoopType == eLoopType.TimeLoop)
		{
			if(Time.time > m_BeganTime + m_LoopDuration)
			{
				m_State = eEffectState.Finish_Play;
				AsEffectManager.Instance.RemoveEffectEntity(m_EffectIdx);
			}
		}
	}
示例#7
0
 public virtual bool ResetInfo(eEffectState eChangeState)
 {
     m_EffectBaseInfo.m_eEffectState = eChangeState;
     SetObjInfo(m_EffectBaseInfo);
     return(true);
 }
示例#8
0
        private void UpdateCoolDown()
        {
            if (PlayerDataManager.Instance.PlayerDataModel.SkillData.CommonCoolDown == 0 &&
                (SkillItemDataModel.CoolDownTime) == 0)
            {
                isShowRadial = false;
                // ChargeRadialCover.gameObject.SetActive(false);
                ChargeRadialCover.enabled = false;
                isShowCover = false;
                if (effectState == eEffectState.Cd)
                {
                    effectState = eEffectState.Show;
                }
            }


            if (PlayerDataManager.Instance.PlayerDataModel.SkillData.CommonCoolDown > 0 && SkillItemDataModel.SkillType != 3)     // xp技能
            {
                isShowRadial = true;
                isShowCover  = true;
            }
            else
            {
                if (SkillItemDataModel.CoolDownTime > 0)
                {
                    isShowCover = true;
                    if (SkillItemDataModel.ChargeLayerTotal > 1)
                    {
                        isShowRadial = false;
                        // ChargeRadialCover.gameObject.SetActive(true);
                        ChargeRadialCover.enabled = true;
                        if (SkillItemDataModel.ChargeLayer > 0)
                        {
                            isShowCover = false;
                        }
                    }
                    else
                    {
                        isShowRadial = true;
                    }
                }
                else
                {
                    isShowCover = false;
                }
            }

            if (SkillItemDataModel.CoolDownTime > 0)
            {
                //CdLabel.gameObject.SetActive(true);
                CdLabel.enabled = true;
            }
            else
            {
                //CdLabel.gameObject.SetActive(false);
                CdLabel.enabled = false;
            }


            if (Cover.enabled != isShowCover)
            {
                //Cover.gameObject.SetActive(isShowCover);
                Cover.enabled = isShowCover;
            }

            if (SkillItemDataModel.IsXpSkill)
            {
                var showEffect = !isShowCover;
                if (XpSkillEffect.activeSelf != showEffect)
                {
                    XpSkillEffect.SetActive(showEffect);
                }
            }
            else
            {
                if (XpSkillEffect.activeSelf)
                {
                    XpSkillEffect.SetActive(false);
                }
            }

            if (RadialCover.enabled != isShowRadial)
            {
                // RadialCover.gameObject.SetActive(isShowRadial);
                RadialCover.enabled = isShowRadial;
            }

            if (effectState == eEffectState.Show && gameObject.activeInHierarchy)
            {
                if (effectCoroutine != null)
                {
                    StopCoroutine(effectCoroutine);
                }
                effectCoroutine = StartCoroutine(EffectCoroutineFun(0.9f));
                effectState     = eEffectState.Init;
            }
        }
示例#9
0
        private void UpdateCoolDown()
        {
            if (PlayerDataManager.Instance.PlayerDataModel.SkillData.CommonCoolDown == 0 &&
                (SkillItemDataModel.CoolDownTime) == 0)
            {
                isShowRadial = false;
                ChargeRadialCover.gameObject.SetActive(false);
                isShowCover = false;
                if (effectState == eEffectState.Cd)
                {
                    effectState = eEffectState.Show;
                }
            }


            if (PlayerDataManager.Instance.PlayerDataModel.SkillData.CommonCoolDown > 0)
            {
                isShowRadial = true;
                isShowCover  = true;
            }
            else
            {
                if (SkillItemDataModel.CoolDownTime > 0)
                {
                    isShowCover = true;
                    if (SkillItemDataModel.ChargeLayerTotal > 1)
                    {
                        isShowRadial = false;
                        ChargeRadialCover.gameObject.SetActive(true);
                        if (SkillItemDataModel.ChargeLayer > 0)
                        {
                            isShowCover = false;
                        }
                    }
                    else
                    {
                        isShowRadial = true;
                    }
                }
                else
                {
                    isShowCover = false;
                }
            }

            if (SkillItemDataModel.CoolDownTime > 0)
            {
                CdLabel.gameObject.SetActive(true);
            }
            else
            {
                CdLabel.gameObject.SetActive(false);
            }


            if (Cover.gameObject.activeSelf != isShowCover)
            {
                Cover.gameObject.SetActive(isShowCover);
            }

            if (RadialCover.gameObject.activeSelf != isShowRadial)
            {
                RadialCover.gameObject.SetActive(isShowRadial);
            }

            if (effectState == eEffectState.Show && gameObject.activeInHierarchy)
            {
                if (effectCoroutine != null)
                {
                    StopCoroutine(effectCoroutine);
                }
                effectCoroutine = StartCoroutine(EffectCoroutineFun(0.9f));
                effectState     = eEffectState.Init;
            }
        }