示例#1
0
 public void UpdateModule(float fTime, float fDTime)
 {
     Lua_Update(fTime, fDTime);
     SingletonManager.Inst.Update(fTime, fDTime);
     CEffectMgr.Update(fTime, fDTime);
     VObjectMgr.Update(fTime, fDTime);
 }
示例#2
0
文件: VSkillNear.cs 项目: mengtest/fs
        public override void Start()
        {
            BattleEntity ent = m_casterObject.GetEnt() as BattleEntity;

            int animaId = m_casterData.animaName;

            if (m_casterObject.m_bMaster)
            {
                animaId += ent.m_commonAtkIndex;
            }

            ent.PlayAnima(animaId, () =>
            {
                m_casterObject.ResetState();
            });

            TimeMgr.Inst.RegisterEvent(m_casterData.startTime * 0.001f, () =>
            {
                int effectId = m_casterData.effectId;
                effectId    += ent.m_commonAtkIndex;
                //Debug.Log("effectId:" + effectId);
                m_curCasterEffectHid = CEffectMgr.Create(effectId, ent, m_casterData.bindPoint);

                if (m_casterObject.m_bMaster)
                {
                    ent.m_commonAtkIndex++;
                    if (ent.m_commonAtkIndex >= 3)
                    {
                        ent.m_commonAtkIndex = 0;
                    }
                }
            });
        }
示例#3
0
文件: VObject.cs 项目: mengtest/fs
 private void DestoryBuffEffect()
 {
     // 销毁特效
     if (m_dicBuff != null)
     {
         foreach (KeyValuePair <int, object> item in m_dicBuff)
         {
             if (item.Value is List <int> )
             {
                 List <int> hid = (List <int>)item.Value;
                 for (int i = 0; i < hid.Count; i++)
                 {
                     CEffectMgr.Destroy(hid[i]);
                 }
             }
             else
             {
                 CEffectMgr.Destroy((int)item.Value);
             }
         }
         m_dicBuff.Clear();
         m_dicBuff = null;
     }
     if (m_dicBuffCount != null)
     {
         m_dicBuffCount.Clear();
         m_dicBuffCount = null;
     }
 }
示例#4
0
        public override void Init()
        {
            m_lifeEventHid = CFrameTimeMgr.Inst.RegisterEvent(m_buffData.ContinuanceTime, () =>
            {
                Destroy();
            });


            int val = m_buffData.ParamValue1;

            if (OnHurt(val) == 1)
            {
                //SkillBase.AddBuff(m_caster, m_rec, 1000, Vector2.zero, Vector3.zero, Vector2.zero);
                // 一次伤害的BUFF,单独播放受击特效,而不是走表现层buff
                UpdateVO_ShowEffect_One(m_rec, m_buffData.effectId, m_buffData.effectPoint);

                // 受击者有霸体,不播放动作
                if (m_rec.CheckState(eBuffState.SuperArmor))
                {
                    return;
                }
                UpdateVO_HitAnima(m_rec, m_buffData.animaId);
            }

            // 如果子弹未检测到敌人,结束时播放特效
            if (m_rec == null && m_caster != null && m_caster.GetVObject() != null)
            {
                Vector3 casterH = m_caster.GetVObject().GetHitHeight();
                CEffectMgr.Create(m_buffData.effectId,
                                  m_skillPos.ToVector3() + casterH,
                                  m_skillDir.ToVector3());
            }
        }
示例#5
0
        public static void OnChangeLv(CCreature obj, int newV, int oldV)
        {
            if (newV == oldV)
            {
                return;
            }

            // 逻辑层
            obj.UpdateProp();
            int maxHp = obj.GetPropNum(eCreatureProp.Hp);

            // 主角升级才回满血
            //if (obj.IsMaster())
            //{
            //    obj.SetPropNum(eCreatureProp.CurHp, maxHp);
            //}

            // 表现层
            obj.UpdateVO_ShowHeadLv();
            obj.UpdateVO_ShowHeadHp();
            obj.UpdateUI_Lv();

            if (oldV != 0 && obj.IsMaster())
            {
                if (obj.m_vCreature != null)
                {
                    CEffectMgr.Create(21160, obj.m_vCreature.GetEnt(), "origin");
                }
            }
        }
示例#6
0
 private void OnDestroyIdleEffect()
 {
     if (m_idleEffectHid != 0)
     {
         CEffectMgr.Destroy(m_idleEffectHid);
         m_idleEffectHid = 0;
     }
 }
示例#7
0
 public void DestoryFootHalo()
 {
     if (m_footHaloHid != 0)
     {
         CEffectMgr.Destroy(m_footHaloHid);
         m_footHaloHid = 0;
     }
 }
示例#8
0
 private void OnCreateUI()
 {
     if (m_photoImage == null)
     {
         return;
     }
     m_photoImage.gameObject.SetActiveNew(true);
     UIDragListener.Get(m_photoImage.gameObject).OnDragEvent = (ev, delta) =>
     {
         if (m_boneEnt == null)
         {
             return;
         }
         if (m_boneEnt.m_animation != null && m_boneEnt.m_animation.IsPlaying("born"))
         {
             return;
         }
         if (ev == eDragEvent.Drag)
         {
             m_boneEnt.SetDirection(m_boneEnt.GetRotate() + new Vector3(0f, -1 * delta.x, 0f));
         }
     };
     UIEventListener.Get(m_photoImage.gameObject).onClick = (obj) =>
     {
         if (m_boneEnt == null || m_boneEnt.m_animation == null || !m_bCanClick)
         {
             return;
         }
         if (m_boneEnt.m_animation.IsPlaying("idle") &&
             !m_boneEnt.m_animation.IsPlaying(m_showEffectData.clickAnimaName)) // 在休闲时,才播放点击动作
         {
             m_bCanClick = false;
             AnimationAction anima = new AnimationAction();
             anima.crossTime = 0.2f;
             anima.strFull   = m_showEffectData.clickAnimaName;
             anima.eMode     = WrapMode.Once;
             anima.endEvent  = () =>
             {
                 m_bCanClick = true;
                 AnimationAction anima2 = new AnimationAction();
                 anima2.crossTime = 0.2f;
                 anima2.strFull   = "idle";
                 anima2.eMode     = WrapMode.Loop;
                 Play(anima2);
                 OnCreateIdleEffect();
             };
             Play(anima);
             OnDestroyIdleEffect();
             // 点击播放动作时,播放对应的特效,切换动作时删除
             int     hId = CEffectMgr.Create(m_showEffectData.clickEffectId, m_boneEnt, "origin");
             CEffect ef  = CEffectMgr.GetEffect(hId);
             if (ef != null)
             {
                 ef.SetLayer(LusuoLayer.eEL_Photo);
             }
         }
     };
 }
示例#9
0
 public void ShowFootHalo(int footHaloEffect)
 {
     m_footHaloEffect = footHaloEffect;
     if (m_ent == null || !m_ent.IsInited())
     {
         return;
     }
     DestoryFootHalo();
     m_footHaloHid = CEffectMgr.CreateByCreaturePos(footHaloEffect, GetEnt(), 1);
 }
示例#10
0
        public void OnCreateIdleEffect()
        {
            OnDestroyIdleEffect();
            // 待机动作时的特效
            m_idleEffectHid = CEffectMgr.Create(m_showEffectData.idleEffectId, m_boneEnt, "origin");
            CEffect effect = CEffectMgr.GetEffect(m_idleEffectHid);

            if (effect != null)
            {
                effect.SetLayer(LusuoLayer.eEL_Photo);
            }
        }
示例#11
0
 public void ShowVipEffect(int vipLv)
 {
     if (vipLv != 0)
     {
         m_vipEffect = CEffectMgr.CreateByCreaturePos(m_vip1 + vipLv, GetEnt(), 1);
     }
     else
     {
         CEffectMgr.Destroy(m_vipEffect);
         m_vipEffect = 0;
     }
 }
示例#12
0
        public void DestroyPhoto()
        {
            if (m_photoImage != null)
            {
                m_photoImage.gameObject.SetActiveNew(false);
            }
            if (m_photoRT != null)
            {
                m_photoRT.DiscardContents();
                GameObject.Destroy(m_photoRT);
                m_photoRT = null;
            }
            if (null != m_photoImage)
            {
                m_photoImage.texture = null;
                m_photoImage         = null;
            }
            if (null != m_photoCam)
            {
                m_photoCam.targetTexture = null;
                m_photoCam = null;
            }
            // 销毁背景
            EntityManager.Inst.RemoveEntity(m_bgHandleId, true);

            if (null != m_photoObject)
            {
                GameObject.Destroy(m_photoObject);
            }
            // 销毁待机特效
            OnDestroyIdleEffect();
            // 销毁入场特效
            for (int i = 0; i < m_enterEffectHid.Count; i++)
            {
                CEffectMgr.Destroy(m_enterEffectHid[i]);
            }
            m_enterEffectHid.Clear();
            // 当前模型实体
            if (m_handleId != 0)
            {
                EntityManager.Inst.RemoveEntity(m_handleId);
                m_handleId = 0;
            }
            for (int i = 0; i < m_eventList.Count; i++)
            {
                TimeMgr.Inst.RemoveEvent(m_eventList[i]);
            }
            m_eventList.Clear();
            SoundManager.Inst.Remove(m_speakSoundHid);
            HeroPhotoMgr.Inst.Remove(this);
            DestoryPre();
        }
示例#13
0
        public void DestoryFootHalo_Master()
        {
            if (!m_bMaster)
            {
                return;
            }

            if (m_masterHaloHid != 0)
            {
                CEffectMgr.Destroy(m_masterHaloHid);
                m_masterHaloHid = 0;
            }
        }
示例#14
0
 public void ShowFootHalo_Master()
 {
     if (!m_bMaster)
     {
         return;
     }
     if (m_ent == null || !m_ent.IsInited())
     {
         return;
     }
     DestoryFootHalo_Master();
     m_masterHaloHid = CEffectMgr.Create(6, GetEnt(), "origin");
 }
示例#15
0
        private void OnCreateEnterEffect(object obj)
        {
            if (m_photoObject == null)
            {
                return;
            }
            int     effectId = (int)obj;
            int     hId      = CEffectMgr.Create(effectId, m_photoObject.transform.position, Vector3.zero);
            CEffect ef       = CEffectMgr.GetEffect(hId);

            if (ef != null)
            {
                ef.SetLayer(LusuoLayer.eEL_Photo);
            }
            m_enterEffectHid.Add(hId);
        }
示例#16
0
        public virtual void Destory()
        {
            // 还原动作
            if (m_curSkillCmd == null)
            {
                return;
            }

            CCreature player = CCreatureMgr.Get(m_curSkillCmd.m_casterUid);

            if (player != null && player.m_vCreature != null)
            {
                player.m_vCreature.PushCommand(CmdFspStopMove.Inst);
            }
            if (m_curCasterEffectHid != 0)
            {
                CEffectMgr.Destroy(m_curCasterEffectHid);
            }
        }
示例#17
0
        /// <summary>
        /// 常规技能的开始阶段
        /// 1.也包含了循环动作的技能,如旋风斩
        /// 2.支持背后武器火炮的攻击时,挂点的改变
        /// </summary>
        public virtual void Start()
        {
            BattleEntity ent     = m_casterObject.GetEnt() as BattleEntity;
            int          animaId = m_casterData.animaName;
            AnimationCsv anima   = CsvManager.Inst.GetCsv <AnimationCsv>((int)eAllCSV.eAC_Animation);

            m_curAnima = anima.GetData(animaId);
            if (m_curAnima != null)
            {
                CmdSkillAnimaPriority cmd = new CmdSkillAnimaPriority();
                m_casterObject.PushCommand(cmd);
                if (m_curAnima.mode == (int)WrapMode.Loop)
                {
                    ent.PlayAnima(animaId, null);
                }
                else
                {
                    if (m_curAnima.switchHand)  // 如果是火炮,特殊处理一下,施法时武器切换到手上
                    {
                        ent.BackEquipStart();
                    }
                    ent.PlayAnima(animaId, () =>
                    {
                        ent.BackEquipEnd();
                    });
                }
            }

            int effectId = m_casterData.effectId;

            if (m_casterData.startTime == 0)
            {
                m_curCasterEffectHid = CEffectMgr.Create(effectId, ent, m_casterData.bindPoint);
            }
            else
            {
                TimeMgr.Inst.RegisterEvent(m_casterData.startTime * 0.001f, () =>
                {
                    m_curCasterEffectHid = CEffectMgr.Create(effectId, ent, m_casterData.bindPoint);
                });
            }

            if (m_casterObject == null ||
                m_curSkillCmd == null ||
                m_casterObject.m_cmdUpdateEquip == null)
            {
                return;
            }

            // 播放语音,1手雷 2火炮
            //if (m_curSkillCmd.m_skillIndex == 0)
            //{
            //    if (m_casterObject.m_cmdUpdateEquip.m_armsType == (int)eArmsType.Near)
            //    {
            //        m_casterObject.PlaySpeak(eRoleSpeakCsv.skill1Near);
            //    }
            //    else
            //    {
            //        m_casterObject.PlaySpeak(eRoleSpeakCsv.skill1Far);
            //    }
            //}
            //else if(m_curSkillCmd.m_skillIndex == 1)
            //{
            //    m_casterObject.PlaySpeak(eRoleSpeakCsv.skill2);
            //}
            //else if(m_curSkillCmd.m_skillIndex == 2)
            //{
            //    m_casterObject.PlaySpeak(eRoleSpeakCsv.skill3);
            //}
        }
示例#18
0
文件: VObject.cs 项目: mengtest/fs
        public override void PushCommand(IFspCmdType cmd)
        {
            BattleEntity ent = GetEnt() as BattleEntity;

            //Debug.Log("切换:" + cmd.GetCmdType());
            switch (cmd.GetCmdType())
            {
                #region 常态
            case CmdFspEnum.eFspStopMove:

                m_state = cmd.GetCmdType();
                SetMove(false);
                //Debug.Log("设置停止");
                ((BattleEntity)GetEnt()).SetPriority(0);
                ResetState();
                break;

            case CmdFspEnum.eFspMove:
            case CmdFspEnum.eFspAutoMove:
                m_state = cmd.GetCmdType();
                SetMove(true);
                //Debug.Log("设置移动");
                ResetState();
                break;

            case CmdFspEnum.eUIHead:
                CmdUIHead head = cmd as CmdUIHead;
                switch (head.type)
                {
                case 1:
                    if (m_head != null)
                    {
                        m_head.SetName(head.name);
                    }
                    break;

                case 2:
                    if (m_head != null)
                    {
                        m_head.SetLevel(head.lv);
                    }
                    break;

                case 3:
                    if (m_head != null)
                    {
                        m_head.SetHp(head.curHp, head.maxHp);
                    }
                    break;

                case 4:
                    if (m_head != null)
                    {
                        m_head.SetHud(head.hudText, head.hudType);
                    }
                    break;

                case 5:
                    if (m_head != null)
                    {
                        m_head.SetHeadShow(head.bShow);
                    }
                    break;

                case 8:
                    if (m_head != null)
                    {
                        m_head.SetTeam(head.bTeam);
                    }
                    break;

                //case 9:
                //    if (m_head != null)
                //        m_head.ShowNameOnly(head.bShow);
                //    break;
                case 10:
                    // The state of dizziness does not play the hit action
                    //if (CheckState(eVObjectState.stun))
                    //    return;
                    ent.PlayAnima(head.animaId, () => {
                        ResetState();
                    });
                    break;

                case 11:
                    if (head.effectBindPos == (int)SBindPont.eBindType.CreatureHeadPos)
                    {
                        CEffectMgr.CreateByCreaturePos(head.effectId, ent, 2);
                    }
                    else if (head.effectBindPos == (int)SBindPont.eBindType.Muzzle)         // 枪口
                    {
                        CEffectMgr.Create(head.effectId, ((BattleEntity)GetEnt()).
                                          GetRightPoint());
                    }
                    else
                    {
                        CEffectMgr.Create(head.effectId, GetEnt(), SBindPont.GetBindPont(head.effectBindPos));
                    }
                    break;

                case 12:
                    if (head.bRide)
                    {
                        m_ride = true;
                        VObject obj = head.rideObject;
                        GetEnt().SetParent(((BattleEntity)obj.GetEnt()).GetBone("ride"));
                    }
                    else
                    {
                        m_ride = false;
                        GetEnt().ClearBind();
                        Quaternion dest = Quaternion.LookRotation(m_moveInfo.m_dir);
                        GetEnt().SetRot(dest);
                        GetEnt().SetScale(Vector3.one * m_baseInfo.m_scale);
                    }
                    break;

                //case 13:
                //    if (m_head != null)
                //        m_head.SetTaskState(head.taskstate);
                //    break;
                case 14:
                    ShowFootHalo(head.effectId);
                    break;
                }
                break;

            case CmdFspEnum.eLife:
                if (ent == null)
                {
                    return;
                }
                CmdLife life = cmd as CmdLife;
                m_bDead = !life.state;

                if (life.state)
                {
                    ent.SetPriority(0);
                    ent.PlayAnima(SMtCreatureAnima.ANIMA_RESET, () => {
                        ResetState();
                        // 复活说话
                        //PlaySpeak(eRoleSpeakCsv.revive);
                    });
                    // 播放复活特效
                    if (m_bMaster)
                    {
                        CEffectMgr.Create(21002, GetEnt().GetPos(), GetEnt().GetRotate());
                    }
                }
                else
                {
                    SetMove(false);
                    ent.PlayAnima(SMtCreatureAnima.ANIMA_DIE);
                    //SoundManager.Inst.PlaySound(m_baseInfo.m_dieSound, ent.GetPos());
                    CEffectMgr.Create(m_baseInfo.m_dieEffect, GetEnt(), SBindPont.ORIGIN);

                    // xingzuo sound
                    PlayerCsv     playerCsv = CsvManager.Inst.GetCsv <PlayerCsv>((int)eAllCSV.eAC_Player);
                    PlayerCsvData csvData   = playerCsv.GetData(m_baseInfo.csvId);
                    if (csvData != null)
                    {
                        int soundId = 0, pct = 0;
                        JoyStickModule.GetSpeak(csvData.dieSpeak, ref soundId, ref pct);
                        SoundManager.Inst.PlaySound(soundId, (e) =>
                        {
                            e.SetPos(m_moveInfo.m_pos);
                        });
                    }
                    // 死亡说话
                    //PlaySpeak(eRoleSpeakCsv.die);
                }
                break;

                #endregion
            case CmdFspEnum.eFspUpdateEquip:
                m_cmdUpdateEquip = cmd as CmdFspUpdateEquip;
                UpdateEquip();
                break;

                #region BUFF特效
            case CmdFspEnum.eBuff:                            // 特效挂点设置
                CmdFspBuff buff     = cmd as CmdFspBuff;
                int        effectId = buff.effectId;
                if (effectId == 0)
                {
                    return;
                }

                //Debug.Log(buff.effectId + " add:" + buff.bAdd + "   " + buff.bindType);
                if (m_dicBuff == null)
                {
                    m_dicBuff = new Dictionary <int, object>();
                }
                if (m_dicBuffCount == null)
                {
                    m_dicBuffCount = new Dictionary <int, int>();
                }
                if (buff.bAdd)
                {
                    if (!m_dicBuff.ContainsKey(effectId))
                    {
                        if (buff.bindType == (int)SBindPont.eBindType.LRHand)      // 左右手
                        {
                            List <int> hid = new List <int>();
                            int        l   = CEffectMgr.Create(effectId, m_ent, SBindPont.L_HAND);
                            int        r   = CEffectMgr.Create(effectId, m_ent, SBindPont.R_HAND);
                            hid.Add(l);
                            hid.Add(r);
                            m_dicBuff[effectId] = hid;

                            if (!IsVisible())
                            {
                                CEffectMgr.GetEffect(l).SetShow(false);
                                CEffectMgr.GetEffect(r).SetShow(false);
                            }
                        }
                        else if (buff.bindType == (int)SBindPont.eBindType.CreaturePos)
                        {
                            int hid = CEffectMgr.CreateByCreaturePos(effectId, m_ent, 1);
                            m_dicBuff[effectId] = hid;

                            if (!IsVisible())
                            {
                                CEffect c = CEffectMgr.GetEffect(hid);
                                if (c != null)
                                {
                                    c.SetShow(false);
                                }
                            }
                        }
                        else if (buff.bindType == (int)SBindPont.eBindType.CreatureHeadPos)
                        {
                            int hid = CEffectMgr.CreateByCreaturePos(effectId, m_ent, 2);
                            m_dicBuff[effectId] = hid;

                            if (!IsVisible())
                            {
                                CEffect c = CEffectMgr.GetEffect(hid);
                                if (c != null)
                                {
                                    c.SetShow(false);
                                }
                            }
                        }
                        else
                        {
                            int hid = CEffectMgr.Create(effectId, m_ent, SBindPont.GetBindPont(buff.bindType), null);
                            m_dicBuff[effectId] = hid;

                            if (!IsVisible())
                            {
                                CEffect c = CEffectMgr.GetEffect(hid);
                                if (c != null)
                                {
                                    c.SetShow(false);
                                }
                            }
                        }
                    }
                    if (!m_dicBuffCount.ContainsKey(effectId))
                    {
                        m_dicBuffCount[effectId] = 1;
                    }
                    else
                    {
                        m_dicBuffCount[effectId]++;
                    }
                }
                else
                {
                    if (m_dicBuffCount.ContainsKey(effectId))
                    {
                        m_dicBuffCount[effectId]--;
                        if (m_dicBuffCount[effectId] <= 0)
                        {
                            m_dicBuffCount.Remove(effectId);
                        }
                    }

                    if (m_dicBuff.ContainsKey(effectId) && !m_dicBuffCount.ContainsKey(effectId))       // 如果包含这个BUFF,并且计数=0,才销毁
                    {
                        if (buff.bindType == (int)SBindPont.eBindType.LRHand)
                        {
                            List <int> hid = (List <int>)m_dicBuff[effectId];
                            for (int i = 0; i < hid.Count; i++)
                            {
                                CEffectMgr.Destroy(hid[i]);
                            }
                        }
                        else
                        {
                            CEffectMgr.Destroy((int)m_dicBuff[effectId]);
                        }
                        m_dicBuff.Remove(effectId);
                    }
                }

                break;
                #endregion

                #region 状态表现
            case CmdFspEnum.eState:                          // 外观状态设置
                CmdFspState   state = cmd as CmdFspState;
                eVObjectState type  = state.type;
                //Debug.Log("状态 add:" + state.bAdd + "   " + (eVObjectState)type);
                if (state.bAdd)
                {
                    SetShowState(type, true);
                    switch (type)
                    {
                    case eVObjectState.WindBlowsUp:
                        ent.SetWindBlowsUp(true);
                        break;

                    case eVObjectState.GhostShadow:
                        ent.SetGhostShadow(true);
                        break;

                    case eVObjectState.AlphaToHide:           // 全透 all alpha need hide effect
                        ent.SetShader(eShaderType.eAlphaToHide, Color.white, 0.3f, false, () =>
                        {
                            ent.SetShow(false);
                        });
                        break;

                    case eVObjectState.AlphaToHalf:                // 半透
                        GetEnt().SetShow(true);
                        if (CheckState(eVObjectState.AlphaToHide)) // 半透,全透状态应该是互斥的
                        {
                            SetShowState(eVObjectState.AlphaToHide, false);
                            ent.SetShader(eShaderType.eAlphaToHalf, Color.white, 0.0f, false);
                        }
                        else
                        {
                            ent.SetShader(eShaderType.eAlphaToHalf, Color.white, 0.3f, false);
                        }
                        break;

                    case eVObjectState.Nihility:            // 虚无
                        //if (m_head != null)
                        //{
                        //    m_head.SetHeadAlpha(0.5f);
                        //}
                        //ent.SetShader(eShaderType.eNihility, new Color(1, 1, 1, 0.7f));
                        break;

                    case eVObjectState.God:            // 无敌
                        //ent.SetShader(eShaderType.eRim, Color.yellow);
                        break;

                    case eVObjectState.Hit:            // 受击
                        //ent.SetShader(eShaderType.eRim, new Color(0.8f, 0.8f, 0.8f, 1.0f));
                        break;

                    case eVObjectState.Silence:           // 被沉默
                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(true);
                        }
                        break;

                    case eVObjectState.Show:
                        GetEnt().SetShow(true);
                        break;

                    case eVObjectState.stun:            // 晕眩
                        //((BattleEntity)GetEnt()).Play(false);
                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(true);
                        }
                        break;

                    case eVObjectState.unmove:            // 禁锢

                        break;

                    case eVObjectState.sleep:            // 睡眠

                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(true);
                        }
                        break;
                    }
                }
                else
                {
                    SetShowState(type, false);
                    switch (type)
                    {
                    case eVObjectState.WindBlowsUp:
                        ent.SetWindBlowsUp(false);
                        break;

                    case eVObjectState.GhostShadow:
                        ent.SetGhostShadow(false);
                        break;

                    case eVObjectState.AlphaToHide:           // 全透
                        ent.RemoveShader();
                        ent.SetShow(true);
                        break;

                    case eVObjectState.AlphaToHalf:         // 半透,暂时都只用了移除全透
                        if (m_head != null)
                        {
                            m_head.SetHeadAlpha(1.0f);
                        }
                        ent.RemoveShader();
                        break;

                    case eVObjectState.Nihility:
                    case eVObjectState.God:
                    case eVObjectState.Hit:
                        //if (m_head != null)
                        //{
                        //    m_head.SetHeadAlpha(1.0f);
                        //}
                        //ent.RemoveShader();
                        break;

                    case eVObjectState.Silence:           // 取消沉默
                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(false);
                        }
                        break;

                    case eVObjectState.Show:
                        GetEnt().SetShow(false);
                        break;

                    case eVObjectState.stun:            // 晕眩
                        //((BattleEntity)GetEnt()).Play(true);
                        ResetState();
                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(false);
                        }
                        break;

                    case eVObjectState.unmove:            // 禁锢
                        ResetState();
                        break;

                    case eVObjectState.sleep:            // 睡眠
                        ResetState();
                        if (m_bMaster)
                        {
                            JoyStickModule js = (JoyStickModule)LayoutMgr.Inst.GetLogicModule(LogicModuleIndex.eLM_PanelJoyStick);
                            //js.SetLock(false);
                        }
                        break;
                    }
                }
                break;
                #endregion

            case CmdFspEnum.eSkillAnimaPriority:       // 设置技能动作优先级
                CmdSkillAnimaPriority cmdPri = cmd as CmdSkillAnimaPriority;
                ((BattleEntity)GetEnt()).SetPriority(cmdPri.priority);
                break;
            }
        }
示例#19
0
        private void OnEnter()
        {
            // 先播放入场特效
            if (m_showEffectData == null)
            {
                Debug.LogError("英雄展示特效表无资源id:" + m_resId);
                OnCreateEnterPhoto("born");
                return;
            }

            string[] timeList   = m_showEffectData.enterEffectTime.Split('|');
            string[] effectList = m_showEffectData.enterEffectId.Split('|');

            for (int i = 0; i < timeList.Length; i++)
            {
                float time = 0;
                float.TryParse(timeList[i], out time);
                int effectId = 0;
                int.TryParse(effectList[i], out effectId);

                int eEventId = TimeMgr.Inst.RegisterEvent(time, () =>
                {
                    int hId    = CEffectMgr.Create(effectId, m_photoObject.transform.position, Vector3.zero);
                    CEffect ef = CEffectMgr.GetEffect(hId);
                    if (ef != null)
                    {
                        ef.SetLayer(LusuoLayer.eEL_Photo);
                    }
                    m_enterEffectHid.Add(hId);
                });

                m_eventList.Add(eEventId);
            }

            // 入场播放动作
            int eventId = TimeMgr.Inst.RegisterEvent(m_showEffectData.enterAnimaTime, () => {
                if (m_photoObject == null)
                {
                    return;
                }
                string animaName = m_showEffectData.enterAnimaName;

                EntityBaseInfo info = new EntityBaseInfo();
                info.m_resID        = (int)m_resId;
                info.m_ilayer       = (int)LusuoLayer.eEL_Photo;
                m_handleId          = EntityManager.Inst.CreateEntity(eEntityType.eBoneEntity, info, (ent) =>
                {
                    if (m_photoObject == null)
                    {
                        return;
                    }
                    // 播放人物动作
                    if (m_type == PhotoType.hero)
                    {
                        m_boneEnt = ent as BoneEntity;
                        m_boneEnt.SetParent(m_photoObject.transform);

                        string idleAnima      = "idle";
                        AnimationAction anima = new AnimationAction();
                        anima.strFull         = animaName;
                        anima.eMode           = WrapMode.Once;
                        anima.endEvent        = () =>
                        {
                            AnimationAction anima2 = new AnimationAction();
                            anima2.crossTime       = AnimationInfo.m_crossTime;
                            anima2.strFull         = idleAnima;
                            anima2.eMode           = WrapMode.Loop;
                            Play(anima2);
                            OnCreateIdleEffect();
                        };
                        Play(anima);
                    }
                    else if (m_type == PhotoType.uieffect)
                    {
                        m_boneEnt = ent as BoneEntity;
                        m_boneEnt.SetParent(m_photoObject.transform);

                        AnimationAction anima = new AnimationAction();
                        anima.strFull         = "idle";
                        anima.eMode           = WrapMode.Loop;
                        Play(anima);
                    }
                });
            });

            m_eventList.Add(eventId);
            // 播放英雄声音
            m_speakSoundHid = SoundManager.Inst.PlaySound(m_showEffectData.enterSpeakId, null);
        }