//刷新生命值显示 private void RefreshAttribute(BattleHeroSyncAttribute attribute, bool isEnterBattleField) { if (attribute == null) { return; } battleUnitInfo.text = string.Format("BU_{0}_{1}", battleUnit.battleTeam.teamID, battleUnit.battleUnitID); //刷新生命值 HealthBar.UpdateHealth(attribute.currentHP, battleUnit.maxHp); //刷新下显示 if (linkedUnitInfoView != null) { linkedUnitInfoView.SetArguments(battleUnit.mapGrid, battleUnit.hp > 0 ? battleUnit : null); } //不是进入战场 if (!isEnterBattleField) { //播放掉血特效 EffectDamageLabel damageEffect = EffectManager.Instance.CreateEffectByName <EffectDamageLabel>(EGameConstL.Effect_DamageLabel, EffectPlayType.WorldPosition); if (damageEffect != null) { damageEffect.SortingLayer = EGameConstL.SortingLayer_Battle_Effect; damageEffect.gameObject.SetActive(true); damageEffect.transform.position = unitRenderer.transform.position; damageEffect.SetDamage(attribute.hpChanged); } } }
//刷新生命值显示 private void RefreshAttribute(BattleHeroSyncAttribute attribute) { if (attribute == null) { return; } battleUnitInfo.text = string.Format("BU_{0}_{1}\n{2}/{3}", battleUnit.battleTeam.teamID, battleUnit.battleUnitID, attribute.currentHP, battleUnit.maxHp); }
//被使用技能 private void AcceptSkillResult(BattleHeroSyncAttribute sync, List <BattleAction> actions) { if (sync != null) { hp = sync.currentHP; if (hp <= 0) { //被击败了 //从格子中移除 LeaveGrid(); if (actions != null) { BattleHerodDefeatedAction action = new BattleHerodDefeatedAction(this); actions.Add(action); } } } }
//刷新生命值显示 private void RefreshAttribute(BattleHeroSyncAttribute attribute) { if (attribute == null) { return; } battleUnitInfo.text = string.Format("BU_{0}_{1}\n{2}/{3}", battleUnit.battleTeam.teamID, battleUnit.battleUnitID, attribute.currentHP, battleUnit.maxHp); //刷新下显示 if (linkedUnitInfoView != null) { linkedUnitInfoView.SetArguments(battleUnit.mapGrid, battleUnit.hp > 0 ? battleUnit : null); } }