public void OnHeadClick(FightUnit unit) { if (unit != null) { unit.UseActiveSkill(); } }
/// <summary> /// 战斗主循环 /// </summary> public void Update() { float delta = Time.deltaTime; for (int idx = 0; idx < AllFighters.Count; ++idx) { FightUnit unit = AllFighters[idx]; //自动放大招,写在外面防止被暂停 if (!FightPause) { if (!unit.IsDead && (unit.IsEnemy || unit.IsSummon || (!unit.IsEnemy && FightLogic.Instance.IsAutoFight))) { if (unit.State != FightUnitState.Skill || unit.SklState == SkillState.Post) { unit.UseActiveSkill(); } } } if (UnitPause && !unit.IsUsingActiveSkill && !unit.SkillMgrObj.IsWaitActiveSkill()) { continue; } unit.Update(delta); } //子弹、特效和View都在内部判断暂停 BulletMgrObj.UpdateBullet(delta); EffectMgr.Instance.Update(delta); DropMgrObj.Update(); //不需要暂停 //游戏超时,判输 if (!FightPause && (State == FightState.Fight || State == FightState.Prepare)) { this.AccRoundTime += delta; if (AccRoundTime >= RoundTime) { //战斗超时,判输 _terminate(false); } } }