125 lines
4.6 KiB
C#
125 lines
4.6 KiB
C#
using UnityEngine;
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public class Eff_tsgzSkill_AniEvent : MonoBehaviour
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{
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HHWK_TSGZ_Boss hHWK_TSGZ_Boss;
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private void Awake()
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{
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hHWK_TSGZ_Boss = GetComponentInParent<HHWK_TSGZ_Boss>();
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}
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public void eventComeEnd()
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{
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hHWK_TSGZ_Boss.skillAnim.CrossFade("skill1", 0.3f);
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FishResourcesData fishResourcesData;
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fishResourcesData = FishResourcesData.fishResourcesDatasDic[hHWK_TSGZ_Boss.fishTypeID];
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if (fishResourcesData.dieGlodAduio != null && fishResourcesData.dieGlodAduio.ContainsKey("Shanzi"))
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{
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AudioManager.Instance.PlayerFX(fishResourcesData.dieGlodAduio["Shanzi"]);
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}
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}
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public void eventSkill1Effect()
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{
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hHWK_TSGZ_Boss.transform.GetChild(2).gameObject.SetActive(true);
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hHWK_TSGZ_Boss.BigPrizeAll();
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}
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public void eventSkill1End()
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{
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hHWK_TSGZ_Boss.skillAnim.CrossFade("skill_idle", 0.3f);
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}
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public void eventIdleEnd ()
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{
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hHWK_TSGZ_Boss.skillAnim.CrossFade("skill2", 0.3f);
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}
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public void eventSkill2Effect()
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{
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hHWK_TSGZ_Boss.transform.GetChild(3).gameObject.SetActive(true);
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}
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public void eventSkill2End()
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{
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hHWK_TSGZ_Boss.skillAnim.CrossFade("skill_rotation", 0.3f);
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FishResourcesData fishResourcesData;
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fishResourcesData = FishResourcesData.fishResourcesDatasDic[hHWK_TSGZ_Boss.fishTypeID];
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if (fishResourcesData.dieGlodAduio != null && fishResourcesData.dieGlodAduio.ContainsKey("End"))
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{
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AudioManager.Instance.PlayerFX(fishResourcesData.dieGlodAduio["End"]);
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}
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}
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public void eventRotationEnd()
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{
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//Destroy(hHWK_TSGZ_Boss.gameObject);
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CreateFishManager.Instance.Id_DieFish_NotFX(hHWK_TSGZ_Boss.guid);
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}
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public void eventShanAppear()
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{
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FishResourcesData fishResourcesData;
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fishResourcesData = FishResourcesData.fishResourcesDatasDic[hHWK_TSGZ_Boss.fishTypeID];
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if (fishResourcesData.dieGlodAduio != null && fishResourcesData.dieGlodAduio.ContainsKey("ShanShanzi"))
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{
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AudioManager.Instance.PlayerFX(fishResourcesData.dieGlodAduio["ShanShanzi"]);
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}
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}
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/*
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Dummy class. This could have happened for several reasons:
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1. No dll files were provided to AssetRipper.
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Unity asset bundles and serialized files do not contain script information to decompile.
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* For Mono games, that information is contained in .NET dll files.
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* For Il2Cpp games, that information is contained in compiled C++ assemblies and the global metadata.
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AssetRipper usually expects games to conform to a normal file structure for Unity games of that platform.
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A unexpected file structure could cause AssetRipper to not find the required files.
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2. Incorrect dll files were provided to AssetRipper.
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Any of the following could cause this:
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* Il2CppInterop assemblies
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* Deobfuscated assemblies
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* Older assemblies (compared to when the bundle was built)
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* Newer assemblies (compared to when the bundle was built)
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Note: Although assembly publicizing is bad, it alone cannot cause empty scripts. See: https://github.com/AssetRipper/AssetRipper/issues/653
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3. Assembly Reconstruction has not been implemented.
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Asset bundles contain a small amount of information about the script content.
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This information can be used to recover the serializable fields of a script.
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See: https://github.com/AssetRipper/AssetRipper/issues/655
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4. This script is unnecessary.
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If this script has no asset or script references, it can be deleted.
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Be sure to resolve any compile errors before deleting because they can hide references.
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5. Script Content Level 0
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AssetRipper was set to not load any script information.
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6. Cpp2IL failed to decompile Il2Cpp data
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If this happened, there will be errors in the AssetRipper.log indicating that it happened.
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This is an upstream problem, and the AssetRipper developer has very little control over it.
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Please post a GitHub issue at: https://github.com/SamboyCoding/Cpp2IL/issues
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7. An incorrect path was provided to AssetRipper.
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This is characterized by "Mixed game structure has been found at" in the AssetRipper.log file.
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AssetRipper expects games to conform to a normal file structure for Unity games of that platform.
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An unexpected file structure could cause AssetRipper to not find the required files for script decompilation.
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Generally, AssetRipper expects users to provide the root folder of the game. For example:
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* Windows: the folder containing the game's .exe file
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* Mac: the .app file/folder
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* Linux: the folder containing the game's executable file
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* Android: the apk file
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* iOS: the ipa file
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* Switch: the folder containing exefs and romfs
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*/
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} |