| | |
| | | // 普攻技能 |
| | | if (teamHero.heroConfig.AtkSkillID > 0) |
| | | { |
| | | AddSingleSkillResources(teamHero.heroConfig.AtkSkillID, info, isPersistent, ownerId); |
| | | SkillConfig skillConfig = SkillConfig.Get(teamHero.heroConfig.AtkSkillID); |
| | | if (null != skillConfig) |
| | | { |
| | | SkillSkinConfig skillSkinConfig = skillConfig.GetSkillSkinConfig(teamHero.SkinID); |
| | | if (null != skillSkinConfig) |
| | | { |
| | | AddSingleSkillResources(skillSkinConfig, info, isPersistent, ownerId); |
| | | } |
| | | } |
| | | } |
| | | |
| | | // 怒气技能 |
| | | if (teamHero.heroConfig.AngerSkillID > 0) |
| | | { |
| | | AddSingleSkillResources(teamHero.heroConfig.AngerSkillID, info, isPersistent, ownerId); |
| | | SkillConfig skillConfig = SkillConfig.Get(teamHero.heroConfig.AngerSkillID); |
| | | if (null != skillConfig) |
| | | { |
| | | SkillSkinConfig skillSkinConfig = skillConfig.GetSkillSkinConfig(teamHero.SkinID); |
| | | if (null != skillSkinConfig) |
| | | { |
| | | AddSingleSkillResources(skillSkinConfig, info, isPersistent, ownerId); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 添加单个技能的资源 |
| | | /// </summary> |
| | | private static void AddSingleSkillResources(int skillId, TeamResourceInfo info, bool isPersistent, string ownerId) |
| | | private static void AddSingleSkillResources(SkillSkinConfig skillSkinConfig, TeamResourceInfo info, bool isPersistent, string ownerId) |
| | | { |
| | | SkillConfig skillConfig = SkillConfig.Get(skillId); |
| | | if (skillConfig == null) |
| | | return; |
| | | |
| | | AddSkillAudio(skillConfig, info, isPersistent, ownerId); |
| | | AddSkillEffects(skillConfig, info, isPersistent, ownerId); |
| | | AddSkillAudio(skillSkinConfig, info, isPersistent, ownerId); |
| | | AddSkillEffects(skillSkinConfig, info, isPersistent, ownerId); |
| | | } |
| | | |
| | | private static void AddSkillAudio(SkillConfig skillConfig, TeamResourceInfo info, bool isPersistent, string ownerId) |
| | | private static void AddSkillAudio(SkillSkinConfig skillSkinConfig, TeamResourceInfo info, bool isPersistent, string ownerId) |
| | | { |
| | | if (skillConfig.SkinllSFX1 > 0) |
| | | if (skillSkinConfig.SkinllSFX1 > 0) |
| | | { |
| | | AddAudioResource(skillConfig.SkinllSFX1, info, isPersistent, ownerId); |
| | | AddAudioResource(skillSkinConfig.SkinllSFX1, info, isPersistent, ownerId); |
| | | } |
| | | |
| | | if (skillConfig.SkinllSFX2 > 0) |
| | | if (skillSkinConfig.SkinllSFX2 > 0) |
| | | { |
| | | AddAudioResource(skillConfig.SkinllSFX2, info, isPersistent, ownerId); |
| | | AddAudioResource(skillSkinConfig.SkinllSFX2, info, isPersistent, ownerId); |
| | | } |
| | | } |
| | | |
| | | private static void AddSkillEffects(SkillConfig skillConfig, TeamResourceInfo info, bool isPersistent, string ownerId) |
| | | private static void AddSkillEffects(SkillSkinConfig skillSkinConfig, TeamResourceInfo info, bool isPersistent, string ownerId) |
| | | { |
| | | List<int> effectIds = new List<int>(); |
| | | |
| | | if (skillConfig.BulletEffectId > 0) effectIds.Add(skillConfig.BulletEffectId); |
| | | if (skillConfig.ExplosionEffectId > 0) effectIds.Add(skillConfig.ExplosionEffectId); |
| | | if (skillConfig.ExplosionEffect2 > 0) effectIds.Add(skillConfig.ExplosionEffect2); |
| | | if (skillConfig.ExplosionEffect3 > 0) effectIds.Add(skillConfig.ExplosionEffect3); |
| | | if (skillConfig.ExplosionEffect4 > 0) effectIds.Add(skillConfig.ExplosionEffect4); |
| | | if (skillConfig.EffectId > 0) effectIds.Add(skillConfig.EffectId); |
| | | if (skillConfig.EffectId2 > 0) effectIds.Add(skillConfig.EffectId2); |
| | | if (skillConfig.MStartEffectId > 0) effectIds.Add(skillConfig.MStartEffectId); |
| | | if (skillConfig.BuffEffect > 0) effectIds.Add(skillConfig.BuffEffect); |
| | | if (skillConfig.TriggerEffect > 0) effectIds.Add(skillConfig.TriggerEffect); |
| | | if (skillSkinConfig.BulletEffectId > 0) effectIds.Add(skillSkinConfig.BulletEffectId); |
| | | if (skillSkinConfig.ExplosionEffectId > 0) effectIds.Add(skillSkinConfig.ExplosionEffectId); |
| | | if (skillSkinConfig.ExplosionEffect2 > 0) effectIds.Add(skillSkinConfig.ExplosionEffect2); |
| | | if (skillSkinConfig.ExplosionEffect3 > 0) effectIds.Add(skillSkinConfig.ExplosionEffect3); |
| | | if (skillSkinConfig.ExplosionEffect4 > 0) effectIds.Add(skillSkinConfig.ExplosionEffect4); |
| | | if (skillSkinConfig.EffectId > 0) effectIds.Add(skillSkinConfig.EffectId); |
| | | if (skillSkinConfig.EffectId2 > 0) effectIds.Add(skillSkinConfig.EffectId2); |
| | | if (skillSkinConfig.MStartEffectId > 0) effectIds.Add(skillSkinConfig.MStartEffectId); |
| | | if (skillSkinConfig.BuffEffect > 0) effectIds.Add(skillSkinConfig.BuffEffect); |
| | | if (skillSkinConfig.TriggerEffect > 0) effectIds.Add(skillSkinConfig.TriggerEffect); |
| | | |
| | | foreach (int effectId in effectIds) |
| | | { |