示例#1
0
        void GenerateDragonSlayer(int playerIdx, int slayerScore)
        {
            if (slayerScore == 0)
            {
                Debug.LogWarning("slayerScore分数不能为0");
                return;
            }

            FishGenerator fishGenrator   = GameMain.Singleton.FishGenerator;
            Player        p              = GameMain.Singleton.PlayersBatterys[playerIdx];
            Transform     tsPlayer       = p.transform;
            Fish          dragonSlayer   = Instantiate(Prefab_DragonSlayer) as Fish;
            Transform     tsDragonSlayer = dragonSlayer.transform;

            tsDragonSlayer.parent   = fishGenrator.transform;//以fishGenerator作为父节点,过场时可以删除
            tsDragonSlayer.position = tsPlayer.position;
            tsDragonSlayer.rotation = tsPlayer.rotation * Quaternion.Euler(0F, 0F, 90f);

            Vector3 tmpPos = tsDragonSlayer.localPosition;

            tmpPos.z = -3.1F;
            tsDragonSlayer.localPosition = tmpPos;

            dragonSlayer.swimmer.Go();

            FishEx_DragonSlayer fishExDragonSlayer = dragonSlayer.GetComponentInChildren <FishEx_DragonSlayer>();

            if (fishExDragonSlayer != null)
            {
                fishExDragonSlayer.Owner   = p;
                fishExDragonSlayer.Creator = this;

                //效果:设置显示玩家
                Transform tsTextPlayerId = fishExDragonSlayer.transform.FindChild("TextPlayerId");
                if (tsTextPlayerId != null)
                {
                    tk2dTextMesh textPlayerID = tsTextPlayerId.GetComponent <tk2dTextMesh>();
                    textPlayerID.text = (p.Idx + 1).ToString();
                    textPlayerID.Commit();
                }
                else
                {
                    YxDebug.LogError("需要在fishDragonSlayer对象下放入tk2dtextmesh:TextPlayerId");
                }
            }
            else
            {
                YxDebug.LogError("屠龙刀在子gameobject必须包含 fishExDragonSlayer.");
            }
        }
示例#2
0
        /// <summary>
        /// 由FishEx_DragonSlayer回调(减少事件订阅消耗)
        /// </summary>
        /// <param name="ds"></param>
        /// <param name="owner"></param>
        public void On_FishExDragonSlayerTouchFish(FishEx_DragonSlayer ds, Fish fishTouched, Player owner)
        {
            //接触到的fish已经死亡
            if (fishTouched == null || !fishTouched.Attackable)
            {
                return;
            }

            if (!mSlayFishCache.ContainsKey(fishTouched.TypeIndex))
            {
                return;
            }
            //*为了调用函数创建一个临时的bullet,非常呕心,但是没办法,因为很多地方使用这个变量.以后需要注意事件,公用函数的写法
            GameObject tmpBulletGo = new GameObject();
            Bullet     b           = tmpBulletGo.AddComponent <Bullet>();

            b.FishOddsMulti = 1;
            b.Score         = DragonSlayerScores[owner.Idx].Val;

            fishTouched.Kill(owner, b.Score, fishTouched.Odds * b.FishOddsMulti, b.FishOddsMulti, 0F, 0);

            owner.GainScore(fishTouched.Odds * DragonSlayerScores[owner.Idx].Val
                            , fishTouched.Odds
                            , DragonSlayerScores[owner.Idx].Val
                            );

            //删除之前创建的
            Destroy(tmpBulletGo);

            //dragonSlayerScore归零
            DragonSlayerScores[owner.Idx].Val = 0;

            //删除dragonSlayer
            ds.Clear();

            //出现效果
            GameObject efGo     = Instantiate(Ef_DragonKilled) as GameObject;
            Vector3    worldPos = fishTouched.transform.position;

            worldPos.z = Defines.GlobleDepth_BombParticle;
            efGo.transform.position = worldPos;
        }