少年修仙传客户端代码仓库
client_Hale
2018-08-10 88788d95e6bdda152fe2d62bc853d892c39d6476
fixed #2391 【前端】游戏性能优化 / 低效果屏蔽其他对象技能特效
4个文件已修改
82 ■■■■ 已修改文件
Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0614_tagUseSkillPos.cs 40 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/DTCFile/ServerPack/HB4_Fight/DTCB401_tagMCSkillHurtList.cs 17 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/State/SMB/STM_BaseAttack.cs 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/Status/Status_Base.cs 20 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0614_tagUseSkillPos.cs
@@ -60,30 +60,44 @@
            // 这里播放配置的技能特效
            if (_skill.skillInfo.config.EffectName > 0)
            {
                if (_skill.warnPosList.Count > 1)
                bool _playEffect = true;
                if (vNetData.ObjID != PlayerDatas.Instance.PlayerId)
                {
                    for (int i = 0; i < _skill.warnPosList.Count; ++i)
                    if (!_attacker.ShowOrHide
                     || SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low)
                    {
                        SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _skill.warnPosList[i], Vector3.forward);
                        _playEffect = false;
                    }
                }
                else
                if (_playEffect)
                {
                    if ((_skill.skillInfo.config.Tag % 10) == 0 || (_skill.skillInfo.config.Tag % 10) == 1 || _attacker is GActorNpcFight)
                    if (_skill.warnPosList.Count > 1)
                    {
                        SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker);
                        for (int i = 0; i < _skill.warnPosList.Count; ++i)
                        {
                            SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _skill.warnPosList[i], Vector3.forward);
                        }
                    }
                    else
                    {
                        Vector3 _pos = new Vector3((vNetData.PosX - GA_Hero.MapOffset.x) * .5f,
                                        _attacker.Pos.y,
                                        (vNetData.PosY - GA_Hero.MapOffset.z) * .5f);
                        if ((_skill.skillInfo.config.Tag % 10) == 0 || (_skill.skillInfo.config.Tag % 10) == 1 || _attacker is GActorNpcFight)
                        {
                            SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker);
                        }
                        else
                        {
                            Vector3 _pos = new Vector3((vNetData.PosX - GA_Hero.MapOffset.x) * .5f,
                                            _attacker.Pos.y,
                                            (vNetData.PosY - GA_Hero.MapOffset.z) * .5f);
                        Vector3 _dir = MathUtility.ForwardXZ(_pos, _attacker.Pos);
                            Vector3 _dir = MathUtility.ForwardXZ(_pos, _attacker.Pos);
                        SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName,
                                                                 _pos,
                                                                 _dir);
                            SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName,
                                                                     _pos,
                                                                     _dir);
                        }
                    }
                }
            }
Core/NetworkPackage/DTCFile/ServerPack/HB4_Fight/DTCB401_tagMCSkillHurtList.cs
@@ -43,7 +43,22 @@
        if (_skill.skillInfo.config.EffectName != 0)
        {
            SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker);
            bool _playEffect = true;
            if (vNetData.ObjID != PlayerDatas.Instance.PlayerId)
            {
                if (!_attacker.ShowOrHide
                 || SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low)
                {
                    _playEffect = false;
                }
            }
            if (_playEffect)
            {
                SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker);
            }
        }
        GActorFight _cTarget = null;
Fight/Actor/State/SMB/STM_BaseAttack.cs
@@ -927,6 +927,11 @@
            {
                return;
            }
            if (SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low)
            {
                return;
            }
        }
        SFXController _controller = SFXPlayUtility.Instance.PlayBattleEffect(id, owner);
Fight/Actor/Status/Status_Base.cs
@@ -41,10 +41,24 @@
                    SFXPlayUtility.Instance.Release(m_Effect);
                }
                m_Effect = SFXPlayUtility.Instance.PlayBattleEffect(m_SkillConfig.BuffEffectID, _target);
                if (m_Effect)
                bool _playEffect = true;
                if (h0605.ObjID != PlayerDatas.Instance.PlayerId)
                {
                    m_Effect.m_OnFinished += OnEffectOver;
                    if (!_target.ShowOrHide
                     || SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low)
                    {
                        _playEffect = false;
                    }
                }
                if (_playEffect)
                {
                    m_Effect = SFXPlayUtility.Instance.PlayBattleEffect(m_SkillConfig.BuffEffectID, _target);
                    if (m_Effect)
                    {
                        m_Effect.m_OnFinished += OnEffectOver;
                    }
                }
            }
        }