| | |
| | | { |
| | | if (dmgInfo.IsType(DamageType.Block)) |
| | | { |
| | | battleField.battleEffectMgr.PlayEffect(this, BattleConst.BlockEffectID, heroRectTrans, Camp); |
| | | battleField.battleEffectMgr.PlayEffect(this, BattleConst.BlockEffectID, heroRectTrans, Camp, teamHero.modelScale); |
| | | } |
| | | // else |
| | | // { |
| | |
| | | { |
| | | if (!buffMgr.isControled[BattleConst.HardControlGroup]) |
| | | { |
| | | battleField.soundManager.PlayEffectSound(teamHero.heroConfig.HitSFX); |
| | | battleField.soundManager.PlayEffectSound(teamHero.heroConfig.HitSFX, false); |
| | | motionBase.PlayAnimation(MotionName.hit, false); |
| | | } |
| | | } |
| | |
| | | public virtual void OnDeath(Action _onDeathAnimationComplete) |
| | | { |
| | | buffMgr.RemoveAllBuff(); |
| | | battleField.soundManager.PlayEffectSound(teamHero.heroConfig.DeathSFX); |
| | | battleField.soundManager.PlayEffectSound(teamHero.heroConfig.DeathSFX, false); |
| | | motionBase.PlayDeadAnimation(() => |
| | | { |
| | | teamHero.isDead = true; |
| | | OnDeadAnimationComplete(); |
| | | SetDeath(); |
| | | _onDeathAnimationComplete?.Invoke(); |
| | | }); |
| | | } |
| | | |
| | | public void SetDeath() |
| | | { |
| | | teamHero.isDead = true; |
| | | OnDeadAnimationComplete(); |
| | | } |
| | | |
| | | protected virtual void OnDeadAnimationComplete() |
| | |
| | | public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData) |
| | | { |
| | | // 处理复活逻辑 |
| | | battleField.OnObjReborn((uint)ObjID); |
| | | |
| | | teamHero.curHp = GeneralDefine.GetFactValue(vNetData.CurHP, vNetData.CurHPEx); |
| | | // Debug.LogError("OnReborn " + teamHero.curHp); |
| | | teamHero.isDead = false; |
| | | heroGo.SetActive(true); |
| | | motionBase.ResetToIdleAnimation(); |
| | | motionBase.ResetForReborn(); |
| | | } |
| | | |
| | | // 伤害还要看 是否闪避 暴击 and so on 需要有一个DamageType 服务器应该会给 |