public void revive(BattleRoleData currentActionUnit, BattleRoleData propTargetUnit , NumberData param0, NumberData param1, SDConstants.AOEType aoeType = SDConstants.AOEType.None) { ReviveOne r; r = gameObject.GetComponent <ReviveOne>(); if (r == null) { r = gameObject.AddComponent <ReviveOne>(); } NDBarChart bc = NDBarChart.Build(param0, param1, NumberData.zero); r.PropStartSkill(currentActionUnit, propTargetUnit, bc, aoeType); }
public void addTp(BattleRoleData currentActionUnit, BattleRoleData propTargetUnit, NumberData param , SDConstants.AOEType AOEType = SDConstants.AOEType.None) { AddBarChart barchart; barchart = gameObject.GetComponent <AddBarChart>(); if (barchart == null) { barchart = gameObject.AddComponent <AddBarChart>(); } NDBarChart nc = NDBarChart.zero; nc.TP = param; barchart.PropStartSkill(currentActionUnit, propTargetUnit, nc, AOEType); }
public IEnumerator IEStartSkill(BattleRoleData source, BattleRoleData target, NDBarChart _val) { source.unit_character_model.CurrentCharacterModel.ChangeModelAnim (source.unit_character_model.CurrentCharacterModel.anim_cast, false); SLEffectManager.Instance.playCommonEffectCast(source.transform.position); yield return(new WaitForSeconds(castLastTime)); SLEffectManager.Instance.playCommonEffectRevive(target.transform.position); yield return(new WaitForSeconds(effectLastTime)); source.unit_character_model.CurrentCharacterModel.ChangeModelAnim (source.unit_character_model.CurrentCharacterModel.anim_idle, true); RoleBarChart val = RoleBarChart.zero; if (_val.HP.dataTag == NumberData.DataType.integer) { val.HP = _val.HP.DATA; } else if (_val.HP.dataTag == NumberData.DataType.percent) { val.HP = (int)(target.HpController.MaxHp * _val.HP.DECIMAL); } if (_val.MP.dataTag == NumberData.DataType.integer) { val.MP = _val.MP.DATA; } else if (_val.MP.dataTag == NumberData.DataType.percent) { val.MP = (int)(target.MpController.maxMp * _val.MP.DECIMAL); } if (_val.TP.dataTag == NumberData.DataType.integer) { val.TP = _val.TP.DATA; } else if (_val.TP.dataTag == NumberData.DataType.percent) { val.TP = (int)(target.TpController.maxTp * _val.TP.DECIMAL); } Debug.Log(source.name + "revive BCAdd " + " hp+" + val.HP + " mp+" + val.MP + " tp+" + val.TP + " to " + target.name); target.revive(val); yield return(new WaitForSeconds(skillLastTime)); StartCoroutine(IEWaitForShortEnd(source)); }
public void PropStartSkill(BattleRoleData source, BattleRoleData target, NDBarChart val , SDConstants.AOEType aoeType) { base.StartSkill(source, target); if (IsProcessing) { return; } IsProcessing = true; IsUsed = true; List <BattleRoleData> list = DealWithAOEAction(source, target, aoeType); for (int i = 0; i < list.Count; i++) { StartCoroutine(IEStartSkill(source, list[i], val)); } }