本文整理汇总了C#中Mooege.Core.GS.Actors.Actor.PlayEffectGroup方法的典型用法代码示例。如果您正苦于以下问题:C# Actor.PlayEffectGroup方法的具体用法?C# Actor.PlayEffectGroup怎么用?C# Actor.PlayEffectGroup使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Mooege.Core.GS.Actors.Actor
的用法示例。
在下文中一共展示了Actor.PlayEffectGroup方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: RunPower
//.........这里部分代码省略.........
else
{
target = user.World.GetActorByDynamicId(targetId);
if (target == null)
return false;
targetPosition = target.Position;
}
#region Items and Monster spawn HACK
/*
// HACK: intercept hotbar skill 1 to always spawn test mobs.
if (user is Player && powerSNO == (user as Player).SkillSet.HotBarSkills[4].SNOSkill)
{
// number of monsters to spawn
int spawn_count = 3;
// list of actorSNO values to pick from when spawning
//int[] actorSNO_values = { 5387, 6652, 5346 };
//int[] actorSNO_values = { 187664, 128781, 4982 }; - Quilldemons.
int actorSNO = 4982;//actorSNO_values[RandomHelper.Next(actorSNO_values.Length)];
Logger.Debug("3 monsters spawning with actor sno {0}", actorSNO);
for (int n = 0; n < spawn_count; ++n)
{
Vector3D position;
if (targetPosition.X == 0f)
{
position = new Vector3D(user.Position);
if ((n % 2) == 0)
{
position.X += (float)(RandomHelper.NextDouble() * 20);
position.Y += (float)(RandomHelper.NextDouble() * 20);
}
else
{
position.X -= (float)(RandomHelper.NextDouble() * 20);
position.Y -= (float)(RandomHelper.NextDouble() * 20);
}
}
else
{
position = new Vector3D(targetPosition);
position.X += (float)(RandomHelper.NextDouble() - 0.5) * 20;
position.Y += (float)(RandomHelper.NextDouble() - 0.5) * 20;
position.Z = user.Position.Z;
}
//Monster mon = new Monster(user.World, actorSNO, null);
//mon.SetBrain(new Mooege.Core.GS.AI.Brains.MonsterBrain(mon));
//mon.Position = position;
//mon.Scale = 1.35f;
//mon.Attributes[GameAttribute.Hitpoints_Max_Total] = 5f;
//mon.Attributes[GameAttribute.Hitpoints_Max] = 5f;
//mon.Attributes[GameAttribute.Hitpoints_Total_From_Level] = 0f;
//mon.Attributes[GameAttribute.Hitpoints_Cur] = 5f;
//mon.Attributes[GameAttribute.Attacks_Per_Second_Total] = 1.0f;
//mon.Attributes[GameAttribute.Damage_Weapon_Min_Total, 0] = 5f;
//mon.Attributes[GameAttribute.Damage_Weapon_Delta_Total, 0] = 7f;
//mon.Attributes[GameAttribute.Casting_Speed_Total] = 1.0f;
//user.World.Enter(mon);
Monster mon = new QuillDemon(user.World, actorSNO, null);
mon.Position = position;
mon.Scale = 1f;
user.World.Enter(mon);
}
// spawn some useful items for testing at the ground of the player
if (!_spawnedHelperItems)
{
_spawnedHelperItems = true;
Items.ItemGenerator.Cook((Players.Player)user, "Sword_2H_205").EnterWorld(user.Position);
Items.ItemGenerator.Cook((Players.Player)user, "Crossbow_102").EnterWorld(user.Position);
for (int n = 0; n < 30; ++n)
Items.ItemGenerator.Cook((Players.Player)user, "Runestone_Unattuned_07").EnterWorld(user.Position);
}
return true;
}*/
#endregion
// find and run a power implementation
var implementation = PowerLoader.CreateImplementationForPowerSNO(powerSNO);
if (implementation != null)
{
return RunPower(user, implementation, target, targetPosition, targetMessage);
}
else
{
// no power script is available, but try to play the cast effects
var efgTag = Mooege.Core.GS.Common.Types.TagMap.PowerKeys.CastingEffectGroup_Male;
var tagmap = PowerTagHelper.FindTagMapWithKey(powerSNO, efgTag);
if (tagmap != null)
user.PlayEffectGroup(tagmap[efgTag].Id);
return false;
}
}
示例2: OnChannelOpen
public override void OnChannelOpen()
{
EffectsPerSecond = 0.2f;
_targetProxy = SpawnEffect(RuneSelect(134595, 170443, 170285, 170830, 170590, 134595), TargetPosition, 0, WaitInfinite());
_userProxy = SpawnProxy(User.Position, WaitInfinite());
_userProxy.PlayEffectGroup(RuneSelect(134442, 170263, 170264, 170569, 170572, 164077), _targetProxy);
}
示例3: OnChannelOpen
public override void OnChannelOpen()
{
RunDelay = 0.2f;
_targetProxy = SpawnProxy(TargetPosition, WaitInfinite());
_userProxy = SpawnProxy(User.Position, WaitInfinite());
// TODO: fixed casting effect so it rotates along with actor
_userProxy.PlayEffectGroup(97385);
_userProxy.PlayEffectGroup(134442, _targetProxy);
}