示例#1
0
        //缓存血条
        private void CacheBlood(UBlood ub)
        {
            if (null == ub)
            {
                return;
            }

            if (!m_CacheBloodMap.ContainsKey(ub.BloodType))
            {
                DestroyBlood(ub);
                return;
            }

            if (ub.ISHero)
            {
                return;
            }

            if (m_BloodMap.ContainsKey(ub.ID))
            {
                ub.SetEnable(false);
                ub.ChangeBloodColor(false);
                ub.ChangeParent(CacheBloodRoot.transform);
                Queue <UBlood> m_list = m_CacheBloodMap[ub.BloodType];
                m_list.Enqueue(ub);
                m_BloodMap.Remove(ub.ID);
            }
            else
            {
                DestroyBlood(ub);
            }
        }
示例#2
0
 /// <summary>
 /// 普通血条更新
 /// </summary>
 private void NormalUpdate()
 {
     m_InvalidList.Clear();
     if (null != m_BloodMap)
     {
         foreach (UBlood var in m_BloodMap.Values)
         {
             UBlood     ub   = var;
             EntityView view = ub.Entity;
             if (view == null || !view.IsValid)
             {
                 m_InvalidList.Enqueue(ub);
                 continue;
             }
             //如果实体未激活,或者尚未加载完毕则隐藏血条
             if (SkinInstance.isNullOrEmpry(view.SkinControl.CurrentSkinInstance) || !view.StateMachine.GetVisible())
             {
                 ub.SetEnable(false);
                 if (view.Type == ENTITY_TYPE.TYPE_PLAYER_ROLE)
                 {
                     ub.OnUpdate();
                 }
             }
             else
             {
                 ub.SetEnable(true);
                 //需要更新的血条进行正常更新
                 ub.OnUpdate();
             }
         }
     }
     while (m_InvalidList.Count > 0)
     {
         UBlood ub = m_InvalidList.Dequeue();
         if (bPreWarmBlood)
         {
             CacheBlood(ub);
         }
         else
         {
             DestroyBlood(ub);
         }
     }
     m_InvalidList.Clear();
 }
示例#3
0
        //预热血条
        public void PreWarmBlood()
        {
            if (bPreWarmBlood)
            {
                return;
            }

            bPreWarmBlood = true;

            for (int i = 0; i < (int)BloodStyleType.Boss; i++)
            {
                BloodStyleType eType = (BloodStyleType)i;

                if (!m_CacheBloodMap.ContainsKey(eType))
                {
                    m_CacheBloodMap.Add(eType, new Queue <UBlood>());
                }

                Queue <UBlood> BloodList = m_CacheBloodMap[eType];
                BloodList.Clear();

                for (int n = 0; n < CacheCountArry[i]; n++)
                {
                    BloodCanvasNode canvNode = new BloodCanvasNode();
                    if (!AllocBloodPos(eType, ref canvNode))
                    {
                        continue;
                    }
                    UBlood ub = InstanceUBlood(eType, canvNode);
                    if (null != ub)
                    {
                        ub.Init(null, 0, eType, canvNode);
                        ub.ChangeParent(CacheBloodRoot.transform);
                        ub.SetEnable(false);
                        BloodList.Enqueue(ub);
                    }
                }
            }

            if (EntityFactory.MainHero != null)
            {
                bossBloodTarget = EntityFactory.MainHero.transform;
            }
        }