| Fight/Actor/Skill/FlyObject/FlyObject.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/Skill/FlyObject/FoTransmit.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/BattleEffectPlayRule.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Launch/LaunchBackGroundWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Fight/Actor/Skill/FlyObject/FlyObject.cs
@@ -84,6 +84,17 @@ return false; } PlayEffect(); #if UNITY_EDITOR SnxxzGame.Instance.AddOnDrawGizmosAction(OnDrawGizmos); #endif return true; } protected virtual void PlayEffect() { m_Ammo = SFXPlayUtility.Instance.Play(m_Config.ammoEffectId, m_Position, m_Direction); if (m_Ammo) { @@ -94,12 +105,6 @@ m_Ammo.transform.forward = m_Direction; } } #if UNITY_EDITOR SnxxzGame.Instance.AddOnDrawGizmosAction(OnDrawGizmos); #endif return true; } protected virtual void MovingHitted() Fight/Actor/Skill/FlyObject/FoTransmit.cs
@@ -31,6 +31,8 @@ return _result; } protected sealed override void PlayEffect() { } protected sealed override void OnUpdate() { if (IsOver()) @@ -121,9 +123,22 @@ _controller.enabled = true; _sfx.m_OnFinished += OnSFXDisable; if (_start) { _sfx.transform.position = _start.position; } if (_end) { _sfx.transform.LookAt(_end.position); } if (_start && _end) { _sfx.transform.localScale = new Vector3(1, 1, Vector3.Distance(_end.position, _start.position)); } m_CacheAllEffect.Add(_sfx); } //Debug.LogFormat("播放特效: 开始: {0}, 结束: {1}", _start, _end); //Debug.LogFormat("播放特效 {2} : 开始: {0}, 结束: {1}", _start, _end, m_FoTransMit.ammoEffectId); } } @@ -158,7 +173,8 @@ public sealed override bool IsOver() { return m_HurtClientList == null || m_Index > m_HurtClientList.Count - 1; || m_Index > m_HurtClientList.Count - 1 || GA_Hero.s_MapSwitching; } private void RecycleAllEffect() Fight/GameActor/BattleEffectPlayRule.cs
@@ -69,6 +69,11 @@ return false; } if(_hero.ServerInstID == sid) { return true; } // 选中英雄必显示 if (_hero.SelectTarget != null) { System/Launch/LaunchBackGroundWin.cs
@@ -15,10 +15,14 @@ public class LaunchBackGroundWin : Window { [SerializeField] RectTransform m_StaticBackGround; [SerializeField] Image m_BackGroundImage; [SerializeField] RectTransform m_DynamicBackGround; [SerializeField] SkeletonGraphic m_SkeletonGraphic; GameObject loginEffect; bool useStaticBackGround = false; #region Built-in protected override void BindController() { @@ -31,6 +35,21 @@ protected override void OnPreOpen() { var sprite = Resources.Load<Sprite>("UI/Sprites/LoginBackGround"); useStaticBackGround = sprite != null; if (useStaticBackGround) { m_BackGroundImage.overrideSprite = sprite; m_StaticBackGround.gameObject.SetActive(true); m_DynamicBackGround.gameObject.SetActive(false); } else { m_StaticBackGround.gameObject.SetActive(false); m_DynamicBackGround.gameObject.SetActive(true); } if (loginEffect != null) { loginEffect.gameObject.SetActive(false); @@ -54,25 +73,30 @@ { base.OnActived(); if (m_SkeletonGraphic != null) if (!useStaticBackGround) { m_SkeletonGraphic.AnimationState.SetEmptyAnimations(0); if (m_SkeletonGraphic != null) { m_SkeletonGraphic.AnimationState.SetEmptyAnimations(0); } } } #endregion public void ShowLoginEffect() { if (loginEffect != null) if (!useStaticBackGround) { loginEffect.gameObject.SetActive(true); } if (loginEffect != null) { loginEffect.gameObject.SetActive(true); } if (m_SkeletonGraphic != null) { m_SkeletonGraphic.AnimationState.SetAnimation(0, "animation2", true); if (m_SkeletonGraphic != null) { m_SkeletonGraphic.AnimationState.SetAnimation(0, "animation2", true); } } } }