少年修仙传客户端代码仓库
client_linchunjie
2018-11-20 9ce1c9212d52f08b9e859e9694237bc26e09c3c9
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
4个文件已修改
23 ■■■■ 已修改文件
Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0614_tagUseSkillPos.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/ResModule/AssetBundle/AssetBundleUtility.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/SFX/SFXPlayUtility.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/State/SMB/STM_BaseAttack.cs 13 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0614_tagUseSkillPos.cs
@@ -79,14 +79,14 @@
                        {
                            for (int i = 0; i < _skill.warnPosList.Count; ++i)
                            {
                                SFXPlayUtility.Instance.PlayEffectAsync(_skill.skillInfo.config.EffectName, _skill.warnPosList[i], Vector3.forward);
                                SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _skill.warnPosList[i], Vector3.forward);
                            }
                        }
                        else
                        {
                            if ((_skill.skillInfo.config.Tag % 10) == 0 || (_skill.skillInfo.config.Tag % 10) == 1 || _attacker is GActorNpcFight)
                            {
                                SFXPlayUtility.Instance.PlayEffectAsync(_skill.skillInfo.config.EffectName, _attacker);
                                SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker);
                            }
                            else
                            {
Core/ResModule/AssetBundle/AssetBundleUtility.cs
@@ -615,6 +615,9 @@
    public bool JudgeExistAsset(string assetBundleName, string assetName)
    {
#if UNITY_5
        assetBundleName = assetBundleName.ToLower();
#endif
        if (string.IsNullOrEmpty(assetBundleName)
         || string.IsNullOrEmpty(assetName))
        {
Core/SFX/SFXPlayUtility.cs
@@ -36,10 +36,12 @@
        var bundleName = StringUtility.Contact(ResourcesPath.EFFECT_Folder_Name, config.packageName);
        if (AssetSource.effectFromEditor || AssetBundleUtility.Instance.JudgeExistAsset(bundleName, config.fxName))
        {
            //Debug.Log("已经存在此特效了...这里进行播放...");
            return PlayBattleEffect(id, parent, scale);
        }
        else
        {
            //Debug.LogFormat("不存在此特效, 这里异步加载...  {0} - {1}", bundleName, config.fxName);
            AssetBundleUtility.Instance.Co_LoadAsset(bundleName, config.fxName, OnEffectLoaded);
            return null;
        }
@@ -52,6 +54,7 @@
            var _prefab = obj as GameObject;
            if (_prefab)
            {
                //Debug.LogFormat("异步加载...  {0} ....成功.", obj.name);
                GameObjectPoolManager.Instance.CacheGameObject(_prefab, 1, false);
            }
        }
Fight/Actor/State/SMB/STM_BaseAttack.cs
@@ -947,8 +947,17 @@
            return;
        }
        // SFXController _controller = SFXPlayUtility.Instance.PlayBattleEffect(id, owner);
        SFXController _controller = SFXPlayUtility.Instance.PlayEffectAsync(id, owner);
        // SFXController _controller = SFXPlayUtility.Instance.PlayEffectAsync(id, owner);
        SFXController _controller = null;
        if (owner.ActorType == GameObjType.gotPlayer)
        {
            _controller = SFXPlayUtility.Instance.PlayEffectAsync(id, owner);
        }
        else
        {
            _controller = SFXPlayUtility.Instance.PlayBattleEffect(id, owner);
        }
        if (_controller)
        {