/// <summary> /// 当有一方死亡的时候,调用这个方法 /// </summary> /// <param name="attack">If set to <c>true</c> attack.</param> public void HideFireAndLight(bool attack) { UISpriteAnimation blood = null; blood = attack ? Att_Blood_Fire : Def_Blood_Fire; Status = attack ? Status.clear(DragonAnimStatus.Att_Blood_Fire) : Status.clear(DragonAnimStatus.Def_Blood_Fire); blood.gameObject.SetActive(false); blood = attack ? Att_Blood_Light : Def_Blood_Light; Status = attack ? Status.clear(DragonAnimStatus.Att_Blood_Light) : Status.clear(DragonAnimStatus.Def_Blood_Light); blood.gameObject.SetActive(false); }
/// <summary> /// 第一个表示攻击方还是防守方,第二个是火还是闪电 /// </summary> /// <param name="attack">If set to <c>true</c> attack.</param> /// <param name="aType">A type.</param> public void ShowFireOrLight(bool attack, AoYiEfType aType) { UISpriteAnimation blood = null; if (aType == AoYiEfType.Blood_Fire) { blood = attack ? Att_Blood_Fire : Def_Blood_Fire; Status = attack ? Status.set(DragonAnimStatus.Att_Blood_Fire) : Status.set(DragonAnimStatus.Def_Blood_Fire); } else { blood = attack ? Att_Blood_Light : Def_Blood_Light; Status = attack ? Status.set(DragonAnimStatus.Att_Blood_Light) : Status.set(DragonAnimStatus.Def_Blood_Light); } blood.gameObject.SetActive(true); blood.framesPerSecond = BloodFrameRate; blood.Forward(); }
public static DragonAnimStatus set(this DragonAnimStatus flags, DragonAnimStatus totest) { return(flags | totest); }
public static DragonAnimStatus clear(this DragonAnimStatus flags, DragonAnimStatus totest) { return(flags & ~totest); }
public static bool check(this DragonAnimStatus flags, DragonAnimStatus totest) { return((flags & totest) == totest); }