示例#1
0
    void    _InternalRotate(sdGameActor _gameActor, int begin, int end)
    {
        AnimationState aniStateTemp = aniState;

        if (aniStateTemp != null)
        {
            int f = (int)(aniStateTemp.normalizedTime * 10000.0f);

            if (f > begin && f <= end)
            {
                _gameActor.spinToTargetDirection(_gameActor.TargetFaceDirection, true);
            }
        }
    }
示例#2
0
    public virtual void    Enter(sdGameActor _gameActor)
    {
        bHasZoomIn = false;
        if (!bPassive)
        {
            _gameActor.spinToTargetDirection(_gameActor.TargetFaceDirection, true);
        }
        bAllHitPointDone = false;

        int id = 0;

        if (stateData != null)
        {
            int sp = (int)stateData["dwCostSP"];
            _gameActor.AddSP(-sp);

            id = (int)stateData["ParentID"];
            id = id / 100;
            if (id == 1002)
            {
                _gameActor.gameObject.layer = LayerMask.NameToLayer("NoMonster");
            }
        }

        AddSkillEffect(_gameActor, HeaderProto.ESkillTimingConditionType.SKILL_TIMING_CONDITION_TYPE_START, 0, skillEffect, null, null, id);


        CallStateEvent(eStateEventType.eSET_enter);

        _gameActor.PreviousTime       = 0.0f;
        _gameActor.PreviousAudioTime  = 0.0f;
        _gameActor.PreviousEffectTime = 0.0f;

        PlayAnim(_gameActor);

        StartTimer(_gameActor);

        checkHitPoint(_gameActor);

        BeginWeaponTrail(_gameActor);

        if (stateData != null)
        {
            //播放自身特效..
            object strSelfEffect  = stateData["SelfEffect"];
            int    selfEffectLife = (int)stateData["SelfEffectLife"];
            if (strSelfEffect != null && ((string)strSelfEffect).Length != 0)
            {
                Transform bone = _gameActor.FindBone("Bip01");
                if (bone == null)
                {
                    bone = _gameActor.transform;
                }
                float life = (float)selfEffectLife * 0.001f;
                sdActorInterface.AddHitEffect((string)strSelfEffect, bone, life, Vector3.zero, true);
            }
        }
        if (_gameActor == sdGameLevel.instance.mainChar)
        {
            if (belongToSkill != null &&
                sdUICharacter.Instance != null)
            {
                int skillID = belongToSkill.id * 100 + _gameActor.Job;
                if (belongToSkill.id != 1001)
                {
                    sdUICharacter.Instance.SetSkillCurStage(actionID, belongToSkill.GetValidActionCount());
                }
                //sdUICharacter.Instance.ShowShortCutCd(skillID);
                //belongToSkill.startColding();
                int cdInterval = belongToSkill.cooldown;
                sdUICharacter.Instance.SetShortCutCd(skillID, cdInterval, false);
                sdGameLevel.instance.mainChar.SkillEndTime = float.MaxValue;
            }
        }
        PlayDieAudio(_gameActor);

        _gameActor.RunLFootAudioEnable = true;
        _gameActor.RunRFootAudioEnable = true;
    }