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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Timeline Event Handlers
public partial class TimelineEventProxy
{
void EventEffect(AnimationEventBase animEvent)
{
EventEffect effect = animEvent as EventEffect;
if (effect == null)
return;
string path = effect.effectPath;
if (path == null || path == "")
return;
GameObject prefab = ResourceManager.Instance.LoadAsset<GameObject>(path);
if (prefab != null)
{
GameObject root = new GameObject();
GameObject go = GameObject.Instantiate(prefab);
go.transform.SetParent(root.transform);
FxClear onClear = root.AddComponent<FxClear>();
onClear.gameObject.name = prefab.name + "(Clone)";
PlayEffectInfo info = new PlayEffectInfo();
info.path = path;
info.playEffectType = EffectPlayTypes.Oneshot;
info.posOffset = effect.position;
info.rot = effect.rotation;
info.scale = effect.scale;
info.bAttached = effect.attached;
if (effect.attached)
{
if (effect.attachNode == global::EventEffect.EAttachNode.Unit)
{
info.rootTr = m_Root;
}
else if (effect.attachNode == global::EventEffect.EAttachNode.Bone)
{
if (m_UnitModel != null)
{
info.rootTr = m_UnitModel.Find(effect.bonePath);
}
}
else if(effect.attachNode == global::EventEffect.EAttachNode.PresetBone)
{
if(m_UnitModel != null)
{
UnitDetail detail = m_UnitModel.GetComponent<UnitDetail>();
if(detail)
{
info.rootTr = detail.GetBone(effect.bone);
}
}
}
}
onClear.Initialize(info);
#if UNITY_EDITOR
if (isInEditMode && registerParticleSystem != null)
{
registerParticleSystem(onClear);
}
onClear.gameObject.transform.SetParent(Root_Particles.transform);
#endif
}
}
void EventCamera_Shake(AnimationEventBase animEvent)
{
}
void EventProjectile(AnimationEventBase animEvent)
{
EventProjectile e = animEvent as EventProjectile;
if (e == null)
return;
string projectilePath = e.projectilePath;
if (projectilePath == null || projectilePath == "")
return;
GameObject prefab = ResourceManager.Instance.LoadAsset<GameObject>(projectilePath);
if (prefab == null)
{
LogHelper.LogError("缺少对应的projectile, " + projectilePath);
return;
}
if (prefab.GetComponent<Projectile>() == null)
{
LogHelper.LogError("没有projectile脚本");
return;
}
GameObject obj = GameObject.Instantiate(prefab);
Projectile projectile = obj.GetComponent<Projectile>();
ProjectileInfo info = new ProjectileInfo();
info.name = e.name;
info.tag = e.tag;
info.moveType = e.moveType;
info.owner = owner;
info.position = m_Root.transform.position + e.posOffset;
info.rotation = e.rotation;
info.scale = e.scale;
if (owner)
{
info.velocity = owner.transform.rotation * e.velocity;
}
else
{
info.velocity = e.velocity;
}
info.acceleration = e.acceleration;
info.lifetime = e.lifeTime;
info.sparkPath = e.sparkPath;
projectile.Initialize(info);
#if UNITY_EDITOR
if (isInEditMode && registerProjectile != null)
{
registerProjectile(projectile);
}
obj.transform.SetParent(Root_Projectiles.transform);
#endif
}
void EventMesh_AfterImage(AnimationEventBase animEvent)
{
#if UNITY_EDITOR
if (isInEditMode)
return;
#endif
EventMesh_AfterImage afterImage = animEvent as EventMesh_AfterImage;
if (afterImage == null)
return;
string avatarPath = owner.unitDetail.afterImageAvatarPath;
GameObject go = ResourceManager.Instance.LoadAsset<GameObject>(avatarPath);
if (go)
{
GameObject instance = GameObject.Instantiate(go);
AfterImageAvatar avatar = instance.GetOrAddComponent<AfterImageAvatar>();
if (!avatar)
{
GameObject.DestroyImmediate(instance);
return;
}
avatar.Initialize(owner);
}
}
void EventUnit_SetPosition(AnimationEventBase animEvent)
{
// 在unitState回调里处理
}
}
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