示例#1
0
        //更新血条数值
        public void UpdateBloodValue(X_GUID uid, float fValue)
        {
            UI_Blood mBlood = FindUIFBlood(uid);

            if (mBlood == null)
            {
                return;
            }
            mBlood.SetValue(fValue);
        }
示例#2
0
        public void onSingleBuffAdd(X_GUID uid, BuffTemplate info)
        {
            UI_Blood mBlood = FindUIFBlood(uid);

            if (mBlood == null)
            {
                return;
            }
            mBlood.onSingleBuffAdd(info);
        }
示例#3
0
        // 怪物死亡
        private void onMonsterDieCall(GameEvent e)
        {
            X_GUID   uid = (X_GUID)e.data;
            UI_Blood fb  = FindUIFBlood(uid);

            if (fb)
            {
                bloodInfo.Remove(fb);
                GameObject.Destroy(fb.gameObject);
            }
        }
示例#4
0
        /// <summary>
        /// 接收到释放技能的消息
        /// </summary>
        /// <param name="e">EventRequestSkillPackage</param>
        private void OnRecieveSkillRelease(GameEvent e)
        {
            SkillShowNamePackage data   = (SkillShowNamePackage)e.data;
            UI_Blood             mBlood = FindUIFBlood(data.pOwner);

            if (mBlood == null)
            {
                return;
            }
            mBlood.onShowSkillName(data.strName);
        }
示例#5
0
        // 英雄死亡
        private void onHeroDieCall(GameEvent e)
        {
            HeroData obj = (HeroData)e.data;
            X_GUID   uid = obj.GUID;
            UI_Blood fb  = FindUIFBlood(uid);

            if (fb)
            {
                bloodInfo.Remove(fb);
                GameObject.Destroy(fb.gameObject);
            }
        }
示例#6
0
        // 目标选择完毕
        public void hideFlag()
        {
            int size = bloodInfo.Count;

            for (int i = 0; i < size; ++i)
            {
                UI_Blood blood = bloodInfo[i];
                if (blood)
                {
                    blood.RemoveTargetFlag();
                }
            }
        }
示例#7
0
        // 显示所有血条
        public void ShowAllBlood()
        {
            int size = bloodInfo.Count;

            for (int i = 0; i < size; ++i)
            {
                UI_Blood blood = bloodInfo[i];
                if (blood && !blood.isHero)
                {
                    blood.gameObject.SetActive(true);
                }
            }
        }
示例#8
0
        /// <summary>
        /// 显示flag
        /// </summary>
        /// <param name="type">0表示对我方释放,1表示敌方</param>
        public void showFlag(bool type, bool isMy, X_GUID mOwner)
        {
            int size = bloodInfo.Count;

            for (int i = 0; i < size; ++i)
            {
                UI_Blood blood = null;
                if (!isMy)
                {
                    if (mOwner.GUID_value == bloodInfo[i].uid.GUID_value)
                    {
                        continue;
                    }
                    else
                    {
                        blood = bloodInfo[i];
                    }
                }
                else
                {
                    blood = bloodInfo[i];
                }

                if (blood)
                {
                    blood.RemoveTargetFlag();
                    switch (type)
                    {
                    case true:
                    {
                        if (blood && blood.isHero)
                        {
                            blood.AddTargetFlag();
                        }
                    }
                    break;

                    case false:
                    {
                        if (blood && !blood.isHero)
                        {
                            blood.AddTargetFlag();
                        }
                    }
                    break;
                    }
                }
            }
        }
示例#9
0
        public UI_Blood CreateBloodBar(ObjectMonster monster)
        {
            Transform tans = monster.GetAnimation().EventControl.Pre_Head_T_EffectPoint;

            GameObject      barObj   = null;
            MonsterTemplate template = (MonsterTemplate)DataTemplate.GetInstance().m_MonsterTable.getTableData(monster.GetTableID());

            if (template.getMonstertype() == 1)
            {
                barObj = Instantiate(UI_FightControler.Inst.monsterBloodPre) as GameObject;
            }

            else
            {
                barObj = Instantiate(UI_FightControler.Inst.bossBloodBar) as GameObject;
            }
            barObj.transform.SetParent(transform, false);

            UI_Blood mBlood = barObj.AddComponent <UI_Blood>();

            mBlood.SetPosition(tans.position);
            barObj.transform.localScale = new Vector3(1, 1, 1);
            bloodInfo.Add(mBlood);
            mBlood.isHero = false;
            if (ObjectSelf.GetInstance().LimitFightMgr.m_bStartEnter)
            {
                int CurRound = ObjectSelf.GetInstance().LimitFightMgr.m_RoundNum;
                UltimatetrialmonsterTemplate row = (UltimatetrialmonsterTemplate)DataTemplate.GetInstance().m_UltimatetrialmonsterTable.getTableData(CurRound);
                int nLevel = template.getMonsterlevel() + row.getAdditionalLevel();
                mBlood.setHeroLevel(nLevel);
            }
            else
            {
                mBlood.setHeroLevel(template.getMonsterlevel());
            }
            mBlood.setHeadPosition(tans);
            mBlood.uid.Copy(monster.GetGuid());

            return(mBlood);
        }
示例#10
0
        //创建血条
        public void CreateBloodBar(ObjectHero hero)
        {
            Transform tans = hero.GetAnimation().EventControl.Pre_Head_T_EffectPoint;

            GameObject barObj = Instantiate(UI_FightControler.Inst.heroBloodPre, Vector3.zero, Quaternion.identity) as GameObject;

            barObj.transform.SetParent(transform, false);
            UI_Blood mBlood = barObj.AddComponent <UI_Blood>();

            mBlood.SetPosition(tans.position);
            barObj.transform.localScale = new Vector3(1, 1, 1);
            bloodInfo.Add(mBlood);
            mBlood.isHero = true;
            mBlood.setHeroLevel(hero.GetHeroData().Level);
            if (!ObjectSelf.GetInstance().LimitFightMgr.m_bStartEnter)
            {
                hero.SetHP(hero.GetMaxHP());
            }
            mBlood.SetValue((float)hero.GetHP() / (float)hero.GetMaxHP());
            mBlood.setHeadPosition(tans);
            mBlood.uid.Copy(hero.GetGuid());
        }