示例#1
0
        public override bool LoadSkill()
        {
            m_AttackEffect = EffectManager.Instance.CreateEffect(this, (BattleEffectType)m_SkillDisplayTab.AttackAnimType, m_SkillDisplayTab.AttackAnim, m_SkillDisplayTab.AttackLib);

            if (!m_AttackEffect.Load())
            {
                Debug.LogError("Load attack effect error! " + m_SkillDisplayTab.AttackLib);
                return(false);
            }

            return(true);
        }
        private void AttackEffectEndEventHandler(EffectBase effect, BattleCard target, float total_time)
        {
            effect.EffectEnd -= AttackEffectEndEventHandler;
            EffectManager.Instance.DestroyEffect(effect);

            if (!m_IsAttackEffectEnd)
            {
                PlayBehitEffect();
            }

            m_IsAttackEffectEnd = true;
            EventManager.Instance.Fire(EventDefine.BATTLE_CARD_ATTACK_END, m_SkillOwner.BattleCardObj);
        }
示例#3
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        private void ProjectileEffectUpdateEventHandler(EffectBase effect, BattleCard target, float total_time, float cur_time)
        {
            float x        = target.BattleCardObj.transform.localPosition.x - m_SkillOwner.BattleCardObj.transform.localPosition.x;
            float y        = target.BattleCardObj.transform.localPosition.y - m_SkillOwner.BattleCardObj.transform.localPosition.y;
            float distance = (float)System.Math.Sqrt(x * x + y * y);

            if (distance <= cur_time / total_time * 870f)
            {
                effect.EffectUpdate -= ProjectileEffectUpdateEventHandler;
                EffectManager.Instance.DestroyEffect(effect);
                PlayBehitEffect(target);
            }
        }
示例#4
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        //受击动画-
        private void PlayBehitEffect(BattleCard target)
        {
            EffectBase behit_effect = m_BehitEffect.Duplicate();

            behit_effect.EffectEnd     += BehitEffectEndEventHandler;
            behit_effect.StartPos       = behit_effect.EndPos = target.BattleCardObj.transform;
            behit_effect.MoveSpeed      = 0f;
            behit_effect.DirectionPoint = CalculateEffectDirection();

            target.AnimateBeHit(m_BehitMap[target]);
            target.ShowHitValue(m_BehitMap[target], this, false);

            behit_effect.Play(target);//播放最后调用
        }
        //受击动画-
        private void PlayBehitEffect()
        {
            foreach (BattleCard battle_card in m_TargetList)
            {
                EffectBase behit_effect = m_BehitEffect.Duplicate();
                behit_effect.EffectEnd     += BehitEffectEndEventHandler;
                behit_effect.StartPos       = behit_effect.EndPos = battle_card.BattleCardObj.transform;
                behit_effect.MoveSpeed      = 0f;
                behit_effect.DirectionPoint = battle_card.BattleCardObj.transform.localPosition;//CalculateEffectDirection();

                battle_card.AnimateBeHit(m_BehitMap[battle_card]);
                battle_card.ShowHitValue(m_BehitMap[battle_card], this, false);

                behit_effect.Play(battle_card);//播放最后调用
            }
        }
示例#6
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        //子弹动画-
        private void PlayProjectileEffect()
        {
            foreach (BattleCard battle_card in m_TargetList)
            {
                EffectBase effect = m_ProjectileEffect.Duplicate();
                effect.EffectEnd     += ProjectileEffectEndEventHandler;
                effect.EffectUpdate  += ProjectileEffectUpdateEventHandler;
                effect.StartPos       = m_SkillOwner.BattleCardObj.transform;
                effect.EndPos         = battle_card.BattleCardObj.transform;
                effect.MoveSpeed      = 0f;
                effect.DirectionPoint = battle_card.BattleCardObj.transform.localPosition;

                battle_card.AnimateBeHit(m_BehitMap[battle_card]);
                battle_card.ShowHitValue(m_BehitMap[battle_card], this, false);

                effect.Play(battle_card);//播放最后调用
            }
        }
示例#7
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        //受击动画-
        private void PlayBehitEffect(BattleCard target)
        {
            //处理斗转星移
            if (!HandleSkill_DZXY(3, target))
            {
                return;
            }

            EffectBase behit_effect = m_BehitEffect.Duplicate();

            behit_effect.EffectEnd     += BehitEffectEndEventHandler;
            behit_effect.StartPos       = behit_effect.EndPos = target.BattleCardObj.transform;
            behit_effect.MoveSpeed      = 0f;
            behit_effect.DirectionPoint = target.BattleCardObj.transform.localPosition;//CalculateEffectDirection();

            target.AnimateBeHit(m_BehitMap[target]);
            target.ShowHitValue(m_BehitMap[target], this, false);

            behit_effect.Play(target);//播放最后调用
        }
        //攻击动画-
        private void PlayAttackEffect()
        {
            m_IsAttackEffectEnd = false;

            EffectBase effect = m_AttackEffect;//m_AttackEffect.Duplicate();

            effect.EffectEnd     += AttackEffectEndEventHandler;
            effect.EffectUpdate  += AttackEffectUpdateEventHandler;
            effect.StartPos       = effect.EndPos = m_SkillOwner.BattleCardObj.transform;
            effect.MoveSpeed      = 0f;
            effect.DirectionPoint = CalculateEffectDirection();

            effect.Play(null);

            //播放攻击音效
            AudioManager.Instance.PlayEffectSound(m_SkillDisplayTab.Music, Obj_MyselfPlayer.GetMe().acceleration);

            if (Obj_MyselfPlayer.GetMe().isGuideBattle)
            {
                ShowSkillName();
            }
        }
 protected virtual void OnEffectUpdate(EffectBase effect, float cur_time)
 {
 }
 protected virtual void OnEffectEnd(EffectBase effect, float total_time)
 {
 }
 protected virtual void OnEffectStart(EffectBase effect)
 {
 }
示例#12
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 public void DestroyEffect(EffectBase effect)
 {
     effect.Destroy();
     m_EffectList.Remove(effect);
 }