public void NotifySkillSettle(E_Unit self, E_MonsterSkill skill, IReadOnlyList <E_Unit> targetList) { for (int i = 0; i < targetList.Count; i++) { GL_UnitBattleAttribute.s_instance.NotifyApplyEffect(skill.m_SkillEffect, skill.m_SkillId, self, targetList[i]); } }
public IReadOnlyList <E_Unit> GetTargetList(E_Unit self, E_MonsterSkill skill, SkillParam skillParm) { EffectTargetChooserBase targetChooser = m_targetChooserDict[skill.m_AimType]; targetChooser.Reset(skill.m_TargetCamp, skill.m_TargetNumber, skill.m_DamageParamList); targetChooser.GetEffectTargets(self, skillParm, m_targetList); return(m_targetList); }
public void MFSMCastSkillBegin(int netId, E_MonsterSkill skill, SkillParam sp) { // client m_networkService.SendServerCommand(SC_ApplyAllCastSkillBegin.Instance( EM_Sight.s_instance.GetInSightCharacterNetworkId(netId, false), netId, skill.m_SkillId, sp.GetNo())); }
public void MFSMSkillSettle(E_Monster monster, E_MonsterSkill skill, SkillParam sp) { GL_BattleSettle.s_instance.NotifySkillSettle(monster, skill, sp); }
public void NotifySkillSettle(E_Unit self, E_MonsterSkill skill, SkillParam parm) { NotifySkillSettle(self, skill, m_targetStage.GetTargetList(self, skill, parm)); }
public void Reset(E_MonsterSkill skill, SkillParam parm) { m_skill = skill; m_skillParam = parm; m_timer = skill.m_CastFrontTime; }