少年修仙传客户端代码仓库
client_linchunjie
2019-04-28 ce7c29f229b6664571e885d8c3f172a13959423f
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
4个文件已修改
2个文件已添加
79 ■■■■■ 已修改文件
Fight/Actor/AI/Process/PN_ShowSkillTip.cs 55 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/PN_ShowSkillTip.cs.meta 12 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/ProcessManager.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/ProcessNode.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/SoProcessNode.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/RidingPet/RidingPetBossHintWin.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/Process/PN_ShowSkillTip.cs
New file
@@ -0,0 +1,55 @@
using System;
using Snxxz.UI;
public class PN_ShowSkillTip : ProcessNode
{
    private bool m_IsCompelete = false;
    public PN_ShowSkillTip(int id)
    {
        param = id;
    }
    public override void Init()
    {
        m_IsCompelete = false;
        var _config = bossSkillTipsConfig.Get(param);
        if (_config != null)
        {
            BossNotify.Notify(_config.SkillID);
            BossNotify.OnNotifyStateEvent -= OnNotifyCompelete;
            BossNotify.OnNotifyStateEvent += OnNotifyCompelete;
        }
#if UNITY_EDITOR
        if (RuntimeLogUtility.s_LogProcessInfo)
        {
            UnityEngine.Debug.LogFormat("显示技能提示: {0}");
        }
#endif
    }
    private void OnNotifyCompelete(int id, bool ok)
    {
        if (id == param)
        {
            if (!ok)
            {
                m_IsCompelete = true;
            }
        }
    }
    public override bool IsOver()
    {
        return m_IsCompelete;
    }
    public override void UnInit()
    {
        BossNotify.OnNotifyStateEvent -= OnNotifyCompelete;
    }
    public override void Update()
    {
    }
}
Fight/Actor/AI/Process/PN_ShowSkillTip.cs.meta
New file
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: bdf7bb184a77d884592abb5e52bdb6ee
timeCreated: 1556431442
licenseType: Pro
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Fight/Actor/AI/Process/ProcessManager.cs
@@ -99,6 +99,9 @@
                case ProcessNode.E_ProcessType.StartPlayerAI:
                    m_NodeQueue.Enqueue(new PN_StartPlayerAI());
                    break;
                case ProcessNode.E_ProcessType.ShowSkillTip:
                    m_NodeQueue.Enqueue(new PN_ShowSkillTip(_node.param));
                    break;
            }
        }
    }
Fight/Actor/AI/Process/ProcessNode.cs
@@ -17,6 +17,7 @@
        PlayEffect,
        StopEffect,
        StartPlayerAI,
        ShowSkillTip,
    }
    public int param;
Fight/Actor/AI/Process/SoProcessNode.cs
@@ -109,6 +109,10 @@
            else if (_node.nodeType == ProcessNode.E_ProcessType.StartPlayerAI)
            {
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.ShowSkillTip)
            {
                _Item(ref _node, "技能提示");
            }
            EditorGUILayout.EndVertical();
            EditorGUILayout.BeginVertical();
            if (GUILayout.Button("删除", GUILayout.Height(20)))
System/RidingPet/RidingPetBossHintWin.cs
@@ -20,8 +20,8 @@
        {
            var mission = dungeonModel.mission;
            var currentHp = (long)(mission.remainHPPer/* * 0.000001d * BOSSHP_TOTAL*/);
            var progress = 1 - (float)currentHp/* / BOSSHP_TOTAL*/;
            m_Progress.text = StringUtility.Contact((int)(progress * 100), "%");
            var progress = 100 - (float)currentHp/* / BOSSHP_TOTAL*/;
            m_Progress.text = StringUtility.Contact((int)(progress/* * 100*/), "%");
        }
        void DisplayTop3HurtRank()