/// <summary> /// 复活一个挂掉的角色 /// </summary> /// <param name="role"></param> public void ResuscitateFightRole(RoleBase role) { //role.BackAllValue(); //复活后属性要回退到初始状态 role.BeginFight(role.WholeHurtValue); //先找个位置 int index = -1; for (int i = 0; i < role.team.Length; i++) { if (role.team[i] == null) { index = i; break; } } if (index != -1) { //送回去 role.team[index] = role; role.SetFightPositionIndex(index); if (role.fightListType == EnumType.FightListType.Player) { UIListener.GetUIListener(playerRoleGos[index]).param = role; role.SetFightGo(playerRoleGos[index]); playerDieRoles.Remove(role); } else if (role.fightListType == EnumType.FightListType.Ai) { UIListener.GetUIListener(aiRoleGos[index]).param = role; role.SetFightGo(aiRoleGos[index]); aiDieRoles.Remove(role); } } }