少年修仙传客户端代码仓库
client_linchunjie
2019-04-26 23f0c804ced801fc322fdf7e2c05d3fbbec3c60b
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
4个文件已添加
8个文件已修改
147 ■■■■■ 已修改文件
Fight/Actor/AI/Process/PN_PlayEffect.cs 32 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/PN_PlayEffect.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/PN_ShowMotion.cs 16 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/PN_StopEffect.cs 37 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/PN_StopEffect.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/ProcessManager.cs 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/ProcessNode.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/SoProcessNode.cs 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/HeroBehaviour.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_NpcClientFightNorm.cs 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GActorNpcFight.cs 5 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GActorNpcNoFight.cs 5 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/PN_PlayEffect.cs
New file
@@ -0,0 +1,32 @@
public class PN_PlayEffect : ProcessNode
{
    public PN_PlayEffect(GA_NpcClientFightNorm npc, int effectID)
    {
        m_Target = npc;
        param = effectID;
    }
    public sealed override void Init()
    {
#if UNITY_EDITOR
        UnityEngine.Debug.LogFormat("进入播放特效: {0} 节点", param);
#endif
        m_Target.ProcessEffectDict[param] = SFXPlayUtility.Instance.PlayBattleEffect(param, m_Target);
    }
    public sealed override bool IsOver()
    {
        return true;
    }
    public sealed override void UnInit()
    {
#if UNITY_EDITOR
        UnityEngine.Debug.LogFormat("{0} 特效播放结束", param);
#endif
    }
    public sealed override void Update()
    {
    }
}
Fight/Actor/AI/Process/PN_PlayEffect.cs.meta
New file
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 4d0e6d13d15d331489320b866adbc64f
timeCreated: 1556259744
licenseType: Pro
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Fight/Actor/AI/Process/PN_ShowMotion.cs
@@ -1,5 +1,10 @@
using System;
using Snxxz.UI;
public class PN_ShowMotion : ProcessNode
{
    private bool m_BossShowFinished = false;
    public PN_ShowMotion(GA_NpcClientFightNorm npc, int id)
    {
        m_Target = npc;
@@ -8,6 +13,7 @@
    public override void Init()
    {
        m_BossShowFinished = false;
        m_Target.IdleImmediate();
        GA_Hero _hero = PlayerDatas.Instance.hero;
@@ -22,12 +28,20 @@
        UnityEngine.Debug.LogFormat("开始播放动画: {0}", param);
#endif
        var _actorShow = ActorShowConfig.Get(param);
        BossShowModel.Instance.Start(PlayerDatas.Instance.baseData.MapID, _actorShow.NpcID);
        BossShowModel.Instance.bossShowCompletedEvent += CompeleteEvent;
        m_Target.isTalking = true;
    }
    private void CompeleteEvent()
    {
        m_BossShowFinished = true;
    }
    public override bool IsOver()
    {
        return true;
        return m_BossShowFinished;
    }
    public override void UnInit()
Fight/Actor/AI/Process/PN_StopEffect.cs
New file
@@ -0,0 +1,37 @@
public class PN_StopEffect : ProcessNode
{
    public PN_StopEffect(GA_NpcClientFightNorm npc, int effectID)
    {
        m_Target = npc;
        param = effectID;
    }
    public sealed override void Init()
    {
        SFXController _sfx;
        if (m_Target.ProcessEffectDict.TryGetValue(param, out _sfx))
        {
            SFXPlayUtility.Instance.Release(_sfx);
            m_Target.ProcessEffectDict.Remove(param);
#if UNITY_EDITOR
            UnityEngine.Debug.LogFormat("进入停止特效: {0} 节点", param);
#endif
        }
    }
    public sealed override bool IsOver()
    {
        return true;
    }
    public sealed override void UnInit()
    {
#if UNITY_EDITOR
        UnityEngine.Debug.LogFormat("{0} 特效停止结束", param);
#endif
    }
    public sealed override void Update()
    {
    }
}
Fight/Actor/AI/Process/PN_StopEffect.cs.meta
New file
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 3862ee948299a1e4eac6ebda910c9497
timeCreated: 1556267161
licenseType: Pro
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Fight/Actor/AI/Process/ProcessManager.cs
@@ -90,6 +90,12 @@
                case ProcessNode.E_ProcessType.StopAI:
                    m_NodeQueue.Enqueue(new PN_StopAI(npc, _node.param));
                    break;
                case ProcessNode.E_ProcessType.PlayEffect:
                    m_NodeQueue.Enqueue(new PN_PlayEffect(npc, _node.param));
                    break;
                case ProcessNode.E_ProcessType.StopEffect:
                    m_NodeQueue.Enqueue(new PN_StopEffect(npc, _node.param));
                    break;
            }
        }
    }
Fight/Actor/AI/Process/ProcessNode.cs
@@ -14,6 +14,8 @@
        ShowMotion,
        WaitTime,
        StopAI,
        PlayEffect,
        StopEffect,
    }
    public int param;
Fight/Actor/AI/Process/SoProcessNode.cs
@@ -98,6 +98,14 @@
            {
                _Item(ref _node, "停止AI");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.PlayEffect)
            {
                _Item(ref _node, "播放特效");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.StopEffect)
            {
                _Item(ref _node, "停止特效");
            }
            EditorGUILayout.EndVertical();
            EditorGUILayout.BeginVertical();
            if (GUILayout.Button("删除", GUILayout.Height(20)))
Fight/Actor/HeroBehaviour.cs
@@ -887,7 +887,7 @@
                skill.hurtClntFightNpcList.Add(_hurtObject);
                if (_target.ActorInfo.RealHp <= _hurtValue)
                if (_target.ActorInfo.RealHp <= _hurtValue && (_clientNpc == null || _clientNpc.lockHp <= 0))
                {
                    if (_clientNpc.NpcConfig.AIType != 198)
                    {
Fight/GameActor/GA_NpcClientFightNorm.cs
@@ -1,5 +1,6 @@
using Snxxz.UI;
using UnityEngine;
using System.Collections.Generic;
public class GA_NpcClientFightNorm : GActorNpcFight
{
@@ -33,6 +34,8 @@
    public bool lockCommonAtk = false;
    public int lockSkillID = -1;
    public Dictionary<int, SFXController> ProcessEffectDict = new Dictionary<int, SFXController>();
    public void AutoAI()
    {
@@ -233,6 +236,13 @@
            HeroRoundGird.Instance.Release(posIndex);
            posIndex = -1;
        }
        foreach (var _sfx in ProcessEffectDict.Values)
        {
            SFXPlayUtility.Instance.Release(_sfx);
        }
        ProcessEffectDict.Clear();
        base.OnUnit();
    }
Fight/GameActor/GActorNpcFight.cs
@@ -399,7 +399,10 @@
            var _animNodde = m_AppearEffect.GetComponent<Animator>("Animation");
            if (_animNodde)
            {
                _animNodde.Play(GAStaticDefine.State_DeadHash);
                if (_animNodde.HasState(0, GAStaticDefine.State_DeadHash))
                {
                    _animNodde.Play(GAStaticDefine.State_DeadHash);
                }
            }
        }
Fight/GameActor/GActorNpcNoFight.cs
@@ -300,7 +300,10 @@
    {
        if (m_Animator)
        {
            m_Animator.Play(stateNameHash, 0, normalizeTime);
            if (m_Animator.HasState(0, stateNameHash))
            {
                m_Animator.Play(stateNameHash, 0, normalizeTime);
            }
        }
    }