/// <summary> /// 确认攻击单位 /// </summary> /// <param name="_target"></param> virtual public void ConfirmAttack(GameObject _target) { for (int i = 0; i < multipleAttacks; i++) { if (UnityEngine.Random.Range(1, 101) <= shootingAccuracy) { int ndamage; ndamage = damage; _target.SendMessage("BeInjured", damage); } } // 确认单位是否死亡 _target.SendMessage("CheckAlive"); // 确认后清除指令环 uime.ClearUnitOrdersRing(); }
/// <summary> /// 取消选择操作 /// </summary> public void CancelOperated() { currentSelectedUnit = null; // 通知地图清除操作显示 bfm.ResetLastOperatedGridUnit(); os = operationStatus.Idle; // 清除单位属性窗口w uime.ClearUnitPropertyWindow(); // 清除指令环 uime.ClearUnitOrdersRing(); }