Exemple #1
0
        private void _setHpGauge()
        {
            bool flag = false;

            this._eHitState = new HpHitState[this._eBattleship.get_Count()];
            List <ShipModel_Defender> defenders = this._clsTorpedo.GetDefenders(false);

            for (int i = 0; i < defenders.get_Count(); i++)
            {
                DamageModel attackDamage = this._clsTorpedo.GetAttackDamage(defenders.get_Item(i).TmpId);
                switch (attackDamage.GetHitState())
                {
                case BattleHitStatus.Miss:
                    if (this._eHitState[i] == HpHitState.None)
                    {
                        this._eHitState[i] = HpHitState.Miss;
                    }
                    break;

                case BattleHitStatus.Normal:
                    if (this._eHitState[i] != HpHitState.Critical)
                    {
                        this._eHitState[i] = HpHitState.Hit;
                    }
                    break;

                case BattleHitStatus.Clitical:
                    this._eHitState[i] = HpHitState.Critical;
                    break;
                }
                BattleHitStatus status;
                if (this._eHitState[i] == HpHitState.Miss)
                {
                    status = BattleHitStatus.Miss;
                }
                else if (this._eHitState[i] == HpHitState.Critical)
                {
                    status = BattleHitStatus.Clitical;
                }
                else
                {
                    status = BattleHitStatus.Normal;
                }
                this._battleHpGauges.SetGauge(i, false, false, true, false);
                this._battleHpGauges.SetHp(i, defenders.get_Item(i).MaxHp, defenders.get_Item(i).HpBefore, defenders.get_Item(i).HpAfter, attackDamage.GetDamage(), status, false);
                if (attackDamage.GetProtectEffect() && !flag)
                {
                    flag            = true;
                    this._isProtect = true;
                    this._rescueCutIn.AddShipList(this._eBattleship.get_Item(0), this._eBattleship.get_Item(i));
                }
            }
        }
        private void _setHpGauge()
        {
            BattleCutInCamera cutInCamera = BattleTaskManager.GetBattleCameras().cutInCamera;
            bool flag = false;

            _eHpPos    = _setHpGaugePosition(_eBattleship.Count);
            _eHitState = new HpHitState[_eBattleship.Count];
            UIPanel uIPanel = Resources.Load <UIPanel>("Prefabs/Battle/UI/UICircleHpPanel");

            _uiHpGaugePanel = Util.Instantiate(uIPanel.gameObject, cutInCamera.transform.gameObject).GetComponent <UIPanel>();
            for (int i = 0; i < _defenders.Count; i++)
            {
                DamageModel attackDamage = _clsShelling.GetAttackDamage(_defenders[i].TmpId);
                if (attackDamage.GetHitState() == BattleHitStatus.Clitical)
                {
                    _eHitState[attackDamage.Defender.Index] = HpHitState.Critical;
                }
                else if (attackDamage.GetHitState() == BattleHitStatus.Miss)
                {
                    if (_eHitState[attackDamage.Defender.Index] == HpHitState.None)
                    {
                        _eHitState[attackDamage.Defender.Index] = HpHitState.Miss;
                    }
                }
                else if (attackDamage.GetHitState() == BattleHitStatus.Normal && _eHitState[attackDamage.Defender.Index] != HpHitState.Critical)
                {
                    _eHitState[attackDamage.Defender.Index] = HpHitState.Hit;
                }
                BattleHitStatus status = (_eHitState[i] != HpHitState.Miss) ? ((_eHitState[i] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss;
                _battleHpGauges.SetGauge(i, isFriend: false, isLight: true, isT: false, isNumber: false);
                _battleHpGauges.SetHp(i, _defenders[i].MaxHp, _defenders[i].HpBefore, _defenders[i].HpAfter, attackDamage.GetDamage(), status, isFriend: false);
                if (attackDamage.GetProtectEffect() && !flag)
                {
                    flag       = true;
                    _isProtect = true;
                    _rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[i]);
                }
            }
        }
		private void _setHpGauge()
		{
			bool flag = false;
			_eHitState = new HpHitState[_eBattleship.Count];
			List<ShipModel_Defender> defenders = _clsTorpedo.GetDefenders(is_friend: false);
			for (int i = 0; i < defenders.Count; i++)
			{
				DamageModel attackDamage = _clsTorpedo.GetAttackDamage(defenders[i].TmpId);
				switch (attackDamage.GetHitState())
				{
				case BattleHitStatus.Normal:
					if (_eHitState[i] != HpHitState.Critical)
					{
						_eHitState[i] = HpHitState.Hit;
					}
					break;
				case BattleHitStatus.Clitical:
					_eHitState[i] = HpHitState.Critical;
					break;
				case BattleHitStatus.Miss:
					if (_eHitState[i] == HpHitState.None)
					{
						_eHitState[i] = HpHitState.Miss;
					}
					break;
				}
				BattleHitStatus status = (_eHitState[i] != HpHitState.Miss) ? ((_eHitState[i] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss;
				_battleHpGauges.SetGauge(i, isFriend: false, isLight: false, isT: true, isNumber: false);
				_battleHpGauges.SetHp(i, defenders[i].MaxHp, defenders[i].HpBefore, defenders[i].HpAfter, attackDamage.GetDamage(), status, isFriend: false);
				if (attackDamage.GetProtectEffect() && !flag)
				{
					flag = true;
					_isProtect = true;
					_rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[i]);
				}
			}
		}