168 lines
5.3 KiB
C#
168 lines
5.3 KiB
C#
using UnityEngine;
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public class Eff_yilong_AniEvent : MonoBehaviour
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{
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Animation animation;
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public string nextClip;
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public GameObject obj_EffectFire;
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public HHWK_YL_BOSS hHWK_YL_BOSS;
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private void Awake()
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{
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animation = GetComponent<Animation>();
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hHWK_YL_BOSS=GetComponentInParent<HHWK_YL_BOSS>();
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}
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public void eventComeEnter()
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{
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nextClip = "idle0";
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}
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public void eventComeEnd()
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{
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if (obj_EffectFire.activeSelf)
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{
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obj_EffectFire.SetActive(false);
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}
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animation.CrossFade(nextClip, 0.3f);
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}
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public void effectFire()
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{
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//喷火特效播放
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if (obj_EffectFire.activeSelf)
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{
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FishResourcesData fishResourcesData;
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fishResourcesData = FishResourcesData.fishResourcesDatasDic[hHWK_YL_BOSS.fishTypeID];
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if (fishResourcesData.dieGlodAduio != null && fishResourcesData.moveAudio.Count>0)
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{
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AudioManager.Instance.PlayerFX(fishResourcesData.moveAudio[0]);
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}
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}
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else
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{
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obj_EffectFire.SetActive(true);
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}
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}
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public void Effect1()
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{
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}
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public void Effect2()
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{
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//停止喷火
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//喷火特效播放
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if (obj_EffectFire.activeSelf)
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{
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obj_EffectFire.SetActive(false);
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}
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}
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public void eventIdle2Enter()
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{
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nextClip = "idle1";
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}
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public void eventIdleEnd()
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{
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animation.CrossFade(nextClip, 0.3f);
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FishResourcesData fishResourcesData;
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fishResourcesData = FishResourcesData.fishResourcesDatasDic[hHWK_YL_BOSS.fishTypeID];
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if (fishResourcesData.dieGlodAduio != null && fishResourcesData.moveAudio.Count > 1)
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{
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AudioManager.Instance.PlayerFX(fishResourcesData.moveAudio[1]);
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}
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if (obj_EffectFire.activeSelf)
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{
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obj_EffectFire.SetActive(false);
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}
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}
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public void eventIdle1End()
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{
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animation.CrossFade(nextClip, 0.3f);
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FishResourcesData fishResourcesData;
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fishResourcesData = FishResourcesData.fishResourcesDatasDic[hHWK_YL_BOSS.fishTypeID];
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if (fishResourcesData.dieGlodAduio != null && fishResourcesData.moveAudio.Count > 3)
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{
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AudioManager.Instance.PlayerFX(fishResourcesData.moveAudio[3]);
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}
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if (obj_EffectFire.activeSelf)
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{
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obj_EffectFire.SetActive(false);
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}
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}
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public void eventIdle1Enter()
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{
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nextClip = "leave";
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}
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public void AniEnd()
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{
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//CreateFishManager.Instance.Id_DieFish_NotFX(transform.parent.parent.GetComponent<MonsterContral>().guid);
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CreateFishManager.Instance.Id_DieFish_NotFX(hHWK_YL_BOSS.guid);
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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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} |