Beispiel #1
0
        public float GetSkillSPNeed(string skillName)
        {
            float num = 0f;

            if ((!(skillName == "SKL01") && !(skillName == "SKL02")) && !(skillName == "SKL_WEAPON"))
            {
                return(num);
            }
            SKillInfo info = this._skillInfoMap[skillName];

            return(Mathf.Max((float)info.costSP, (float)info.needSP));
        }
Beispiel #2
0
 public override void Core()
 {
     base.Core();
     if (!this._allowOtherCanSwithInWhenSelfOnStage)
     {
         this._switchInTimer.Core(1f);
     }
     if (base.isAlive != 0)
     {
         MonoLevelEntity levelEntity = Singleton <LevelManager> .Instance.levelEntity;
         for (int i = 0; i < this.skillInfoList.Count; i++)
         {
             SKillInfo info = this.skillInfoList[i];
             if (info.cdTimer >= 0f)
             {
                 info.cdTimer -= levelEntity.TimeScale * Time.deltaTime;
                 if (info.cdTimer < 0f)
                 {
                     info.cdTimer = -253f;
                 }
                 if ((info.cdTimer == -253f) && (info.MaxChargesCount > 0))
                 {
                     int chargesCounter = (int)info.chargesCounter;
                     int num3           = Mathf.Clamp(chargesCounter + 1, 0, (int)info.MaxChargesCount);
                     info.chargesCounter = num3;
                     if (this.onSkillChargeChanged != null)
                     {
                         this.onSkillChargeChanged(info.skillName, chargesCounter, num3);
                     }
                     if (info.chargesCounter < info.MaxChargesCount)
                     {
                         info.cdTimer = this.GetSkillCD(info.skillName);
                     }
                 }
             }
         }
         this.UpdateAbilityState();
     }
 }