118 lines
4.3 KiB
C#
118 lines
4.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class Eff_longSkill2_AniEvent : MonoBehaviour
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{
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bool isFirst = true;
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HHWK_BLM_Boss hHWK_BLM_Boss;
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private void Awake()
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{
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hHWK_BLM_Boss = GetComponentInParent<HHWK_BLM_Boss>();
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}
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public void EffectSkill()
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{
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FishResourcesData fishResourcesData;
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fishResourcesData = FishResourcesData.fishResourcesDatasDic[hHWK_BLM_Boss.fishTypeID];
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if (fishResourcesData.dieGlodAduio != null&& fishResourcesData.dieGlodAduio.ContainsKey("you"))
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{
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AudioManager.Instance.PlayerFX(fishResourcesData.dieGlodAduio["you"]);
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}
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}
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public IEnumerator jiafen()
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{
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Transform tra = hHWK_BLM_Boss.tMP_CurrBossScore.transform.parent;
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GameObject obj = CreateFishManager.Instance.dieFXPrefabAwardTmp_AddScore;
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List<RedPacketRecord> redPacketRecords = new List<RedPacketRecord>();
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redPacketRecords = hHWK_BLM_Boss.redPacketRecords[0];
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hHWK_BLM_Boss.redPacketRecords.RemoveAt(0);
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foreach (var item in redPacketRecords)
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{
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yield return new WaitForSeconds(0.15f);
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Instantiate(obj, tra.position, Quaternion.identity, tra).transform.GetChild(0).GetComponent<TextMeshProUGUI>().text=CoinScript.NumAdd(item.Amount.ToString());
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AudioManager.Instance.PlayerFX(61009);
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}
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}
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public void End()
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{
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if (isFirst)
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{
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transform.parent.GetComponent<HHWK_BLM_Boss>().ani_LongDieState4.SetActive(true);
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}
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else
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{
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transform.parent.GetComponent<HHWK_BLM_Boss>().ani_LongDieState2.SetActive(true);
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}
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////放特效
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//transform.gameObject.SetActive(false);
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//放特效
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transform.gameObject.SetActive(false);
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isFirst = false;
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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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} |