private void SyncStatusRPC(int targetViewID, int fixAtk) { var target = PhotonView.Find(targetViewID).gameObject.GetComponent <IStatus>(); Assert.IsNotNull(target); var flow = new StatusFlow(target, fixAtk); SkillStream.OnNextStatus(flow); }
private void SyncHealRPC(int targetViewID, int quantity) { var target = PhotonView.Find(targetViewID).gameObject.GetComponent <IOnAttacked>(); Assert.IsNotNull(target); var flow = new HealFlow(target, quantity); SkillStream.OnNextHeal(flow); }
private void SyncForceRPC(int targetViewID, float force, Vector2 direction, bool isNewAdd) { var target = PhotonView.Find(targetViewID).gameObject.GetComponent <IOnForced>(); Assert.IsNotNull(target); var flow = new ForceFlow(target, force, direction, isNewAdd); SkillStream.OnNextForce(flow); }
private void SyncDebuffRPC(int targetViewID, DebuffType debuffType, float duration) { var target = PhotonView.Find(targetViewID).gameObject.GetComponent <IOnDebuffed>(); Assert.IsNotNull(target); var flow = new DebuffFlow(target, debuffType, duration); SkillStream.OnNextDebuff(flow); }
private void SyncAttackRPC(int attackerViewID, int targetViewID, int damage, bool isCritical, HitEffectType hitEffectType) { var attacker = PhotonView.Find(attackerViewID).gameObject.GetComponent <IAttacker>(); var target = PhotonView.Find(targetViewID).gameObject.GetComponent <IOnAttacked>(); Assert.IsNotNull(attacker); Assert.IsNotNull(target); var flow = new AttackFlow(attacker, target, damage, isCritical, hitEffectType); SkillStream.OnNextAttack(flow); }