| | |
| | |
|
| | | GameObject _prefab = null;
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| | |
|
| | | HideWeaponEffect();
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| | | HideSecondaryEffect();
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| | | HideHorseEffect();
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| | |
|
| | | if (m_HorseModel)
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| | |
| | | MP_Weapon = m_WeaponModel.transform;
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| | |
|
| | | RequestShadow();
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| | |
|
| | | ShowWeaponEffect();
|
| | | }
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| | |
|
| | | public void SwitchSecondary(uint itemID)
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| | |
| | | OnPutonSecondary(SecondaryID, m_SecondaryModel);
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| | |
|
| | | RequestShadow();
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| | |
|
| | | ShowSecondaryEffect();
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| | | }
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| | |
|
| | | public void SwitchWing(uint itemID)
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| | |
| | | }
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| | |
|
| | | private List<SFXController> m_HorseEffectList = new List<SFXController>();
|
| | | private List<SFXController> m_WeaponEffectList = new List<SFXController>();
|
| | | private List<SFXController> m_SecondaryEffectList = new List<SFXController>();
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| | |
|
| | | public void HideSecondaryEffect()
|
| | | {
|
| | | foreach (var _ctrl in m_SecondaryEffectList)
|
| | | {
|
| | | SFXPlayUtility.Instance.Release(_ctrl);
|
| | | }
|
| | | m_SecondaryEffectList.Clear();
|
| | | }
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| | |
|
| | | public void HideWeaponEffect()
|
| | | {
|
| | | foreach (var _ctrl in m_WeaponEffectList)
|
| | | {
|
| | | SFXPlayUtility.Instance.Release(_ctrl);
|
| | | }
|
| | | m_WeaponEffectList.Clear();
|
| | | }
|
| | |
|
| | | public void HideHorseEffect()
|
| | | {
|
| | |
| | | m_HorseEffectList.Clear();
|
| | | }
|
| | |
|
| | | public void ShowSecondaryEffect()
|
| | | {
|
| | | HideSecondaryEffect();
|
| | |
|
| | | if (SecondaryID <= 0)
|
| | | {
|
| | | return;
|
| | | }
|
| | | var _itemConfig = Config.Instance.Get<ItemConfig>((int)SecondaryID);
|
| | | if (_itemConfig != null)
|
| | | {
|
| | | return;
|
| | | }
|
| | | var _config = Config.Instance.Get<ModelResConfig>(_itemConfig.ChangeOrd);
|
| | | if (_config == null)
|
| | | {
|
| | | Debug.LogError("找不到配置ModelResConfig: " + _itemConfig.ChangeOrd);
|
| | | return;
|
| | | }
|
| | |
|
| | | var _boneList = ModelResConfig.GetBoneList(_config.ResourcesName);
|
| | | var _effectlist = ModelResConfig.GetEffectList(_config.ResourcesName);
|
| | |
|
| | | if (_boneList != null && _effectlist != null)
|
| | | {
|
| | | for (int i = 0; i < _boneList.Count; ++i)
|
| | | {
|
| | | if (_boneList[i].Equals("null"))
|
| | | {
|
| | | var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], m_SecondaryModel.transform);
|
| | | m_SecondaryEffectList.Add(_ctrl);
|
| | | }
|
| | | else
|
| | | {
|
| | |
|
| | | var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], m_SecondaryModel.transform.GetChildTransformDeeply(_boneList[i]));
|
| | | m_SecondaryEffectList.Add(_ctrl);
|
| | | }
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | public void ShowWeaponEffect()
|
| | | {
|
| | | HideWeaponEffect();
|
| | | if (WeaponItemID <= 0)
|
| | | {
|
| | | return;
|
| | | }
|
| | | var _itemConfig = Config.Instance.Get<ItemConfig>((int)WeaponItemID);
|
| | | if (_itemConfig != null)
|
| | | {
|
| | | return;
|
| | | }
|
| | | var _config = Config.Instance.Get<ModelResConfig>(_itemConfig.ChangeOrd);
|
| | | if (_config == null)
|
| | | {
|
| | | Debug.LogError("找不到配置ModelResConfig: " + _itemConfig.ChangeOrd);
|
| | | return;
|
| | | }
|
| | | var _boneList = ModelResConfig.GetBoneList(_config.ResourcesName);
|
| | | var _effectlist = ModelResConfig.GetEffectList(_config.ResourcesName);
|
| | |
|
| | | if (_boneList != null && _effectlist != null)
|
| | | {
|
| | | for (int i = 0; i < _boneList.Count; ++i)
|
| | | {
|
| | | if (_boneList[i].Equals("null"))
|
| | | {
|
| | | var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], m_WeaponModel.transform);
|
| | | m_WeaponEffectList.Add(_ctrl);
|
| | | }
|
| | | else
|
| | | {
|
| | |
|
| | | var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], m_WeaponModel.transform.GetChildTransformDeeply(_boneList[i]));
|
| | | m_WeaponEffectList.Add(_ctrl);
|
| | | }
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | public void ShowHorseEffect()
|
| | | {
|
| | | HideHorseEffect();
|
| | | if(HorseID <= 0)
|
| | | if (HorseID <= 0)
|
| | | {
|
| | | return;
|
| | | }
|
| | |
| | | Debug.LogError("找不到配置ModelResConfig: " + _horseConfig.Model);
|
| | | return;
|
| | | }
|
| | | var _dict = ModelResConfig.GetEffectDict(_config.ResourcesName);
|
| | | if (_dict != null)
|
| | |
|
| | | var _boneList = ModelResConfig.GetBoneList(_config.ResourcesName);
|
| | | var _effectlist = ModelResConfig.GetEffectList(_config.ResourcesName);
|
| | |
|
| | | if (_boneList != null && _effectlist != null)
|
| | | {
|
| | | foreach (var _bone in _dict.Keys)
|
| | | for (int i = 0; i < _boneList.Count; ++i)
|
| | | {
|
| | | var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_dict[_bone], m_HorseModel.transform.GetChildTransformDeeply(_bone));
|
| | | m_HorseEffectList.Add(_ctrl);
|
| | | if (_boneList[i].Equals("null"))
|
| | | {
|
| | | var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], m_HorseModel.transform);
|
| | | m_HorseEffectList.Add(_ctrl);
|
| | | }
|
| | | else
|
| | | {
|
| | |
|
| | | var _ctrl = SFXPlayUtility.Instance.PlayBattleEffect(_effectlist[i], m_HorseModel.transform.GetChildTransformDeeply(_boneList[i]));
|
| | | m_HorseEffectList.Add(_ctrl);
|
| | | }
|
| | | }
|
| | | }
|
| | | }
|
| | |
| | |
|
| | | private Dictionary<int, SFXController> m_GodWeaponEffectDict = new Dictionary<int, SFXController>();
|
| | |
|
| | | public virtual void ShowGodWeaponEffect() { }
|
| | |
|
| | | public void HideGodWeaponEffect()
|
| | | {
|
| | | SwitchGodWeapon(1, 0);
|
| | | SwitchGodWeapon(2, 0);
|
| | | SwitchGodWeapon(4, 0);
|
| | | }
|
| | |
|
| | | public void SwitchGodWeapon(int type, int level)
|
| | | {
|
| | | bool _showOrHide = true;
|