示例#1
0
        public void Init(UIBattleMainData data)
        {
            uiData = data;

            InitSkillBuffEffect();

            List <GameObject> tempPool = new List <GameObject>();

            for (int i = 0; i < 4; i++)
            {
                UIMatchSelfSkillComponent selfSkillComponent = new UIMatchSelfSkillComponent();
                GameObject clone = PoolingSystem.Instance.GetOneClone_NotActive(uiData.go_BuffTemplate);
                tempPool.Add(clone);
                selfSkillComponent.Init(clone.transform, this, uiData);
                goInstanceID_to_manageComponent.Add(clone.GetInstanceID(), selfSkillComponent);
            }
            foreach (GameObject clone in tempPool)
            {
                PoolingSystem.Instance.ReturnClone(clone);
            }
        }
示例#2
0
        public void SetSelfSkill(string skillName, bool isRemove, int skillId, double skillHaveTimed)
        {
            float skillHaveTime = (float)skillHaveTimed;

            if (DicSelfHorseSkill.ContainsKey(skillId))
            {
                if (isRemove)
                {
                    if (DicSelfHorseSkillComponent.ContainsKey(skillId))
                    {
                        //DicSelfHorseSkillComponent[skillId].Release();
                        DicSelfHorseSkillComponent[skillId].DisAble();
                    }
                }
                else
                {//更新
                    //SoundTools.PlaySoundEffect(EffectSoundNames.Trigger);
                    if (skillHaveTime == -1)
                    {//永久的,用全长的时间
                    }
                    if (skillHaveTime > 0)
                    {
                        DicSelfHorseSkill[skillId] += skillHaveTime;
                    }
                    else
                    {
                        DicSelfHorseSkill[skillId] = skillHaveTime;
                    }

                    if (DicSelfHorseSkillComponent.ContainsKey(skillId))
                    {
                        DicSelfHorseSkillComponent[skillId].RefreshExistTime(skillHaveTime);
                    }
                }
            }
            else
            {
                if (!isRemove)
                {
                    //SoundTools.PlaySoundEffect(EffectSoundNames.Trigger);
                    DicSelfHorseSkill.Add(skillId, skillHaveTime);
                    GameObject goBuffTemplate = PoolingSystem.Instance.GetOneClone_NotActive(uiData.go_BuffTemplate);
                    //var goBuffTemplate = GameObject.Instantiate<GameObject>(uiData.go_BuffTemplate);
                    goBuffTemplate.transform.SetParent(uiData.go_Content.transform, false);
                    goBuffTemplate.transform.localEulerAngles = Vector3.zero;
                    goBuffTemplate.transform.localScale       = Vector3.one;
                    goBuffTemplate.transform.localPosition    = new Vector3(goBuffTemplate.transform.localPosition.x, goBuffTemplate.transform.localPosition.y, 0);
                    goBuffTemplate.SetActive(true);


                    UIMatchSelfSkillComponent selfSkillComponent = null;
                    int keyID = goBuffTemplate.GetInstanceID();
                    if (goInstanceID_to_manageComponent.ContainsKey(keyID))
                    {
                        selfSkillComponent = goInstanceID_to_manageComponent[keyID];
                        selfSkillComponent.ReInit();
                    }
                    else
                    {
                        //在比赛整个过程中,每次都要初始化组件的形式也是值得考虑需要优化的地方
                        selfSkillComponent = new UIMatchSelfSkillComponent();
                        selfSkillComponent.Init(goBuffTemplate.transform, this, uiData);
                        goInstanceID_to_manageComponent.Add(keyID, selfSkillComponent);
                    }

                    DicSelfHorseSkillComponent.Add(skillId, selfSkillComponent);
                    DicSelfHorseSkillObj.Add(skillId, goBuffTemplate);
                    selfSkillComponent.SetSkillIdAndExistTime(skillId, skillHaveTime, skillName);

                    skillIdList.Add(skillId);

                    if (!isPlayBuffEffect)
                    {
                        isPlayBuffEffect = true;
                        skillIndex       = 0;
                        uiData.go_SkillBuffNode.SetActive(true);
                        RunSkillBuffEffect();
                    }
                }
            }
        }