private void SceneWelcome_MouseDown(object sender, MouseEventArgs e)
        {
            EffectObjects.Add(new EffectShark(Sec(0.8F), 10));
            int ex = e.X;
            int ey = e.Y;

            for (int i = 0; i < GameObjects.Count; i++)
            {
                ObjectActive objectActive = GameObjects[i] as ObjectActive;
                if (objectActive != null)
                {
                    double distance = Function.GetDistance(e.X, e.Y, objectActive.Layout.CenterX, objectActive.Layout.CenterY);
                    if (distance < 100)
                    {
                        //objectActive.Life.Value = 0;
                        //objectActive.Life.Limit = Sec(0.05F);
                        objectActive.Propertys.Add(new PropertyDeadBroken(5, 2, 2, ObjectDeadType.Collision, 360, 200, 400, Sec(0.8F), Sec(1.4F)));
                        objectActive.Kill(null, ObjectDeadType.Collision);
                    }
                    else
                    {
                        double angle       = Function.GetAngle(e.X, e.Y, objectActive.Layout.CenterX, objectActive.Layout.CenterY);
                        PointF targetPoint = Function.GetOffsetPoint(objectActive.Layout.CenterX, objectActive.Layout.CenterY, angle, Width + Height);
                        objectActive.MoveObject.Target.SetObject(new PointObject(targetPoint));
                        objectActive.Propertys.Add(new PropertyFreeze(Sec(0.1F + (float)Global.Rand.NextDouble() * 0.2F)));
                    }
                    //objectActive.Speed *= 2;
                }
            }
            _TimerOfEnter.Enabled = true;
        }
Exemple #2
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        /// <summary>
        /// 技能失效
        /// </summary>
        public override void DoAfterEnd(SkillEndType endType)
        {
            switch (endType)
            {
            case SkillEndType.ChanneledBreak:
            {
                _ShieldObject.Kill(null, ObjectDeadType.LifeEnd);
                _MiniBar.Break();
            }
            break;

            case SkillEndType.Finish:
            {
                _ShieldObject.Kill(null, ObjectDeadType.LifeEnd);
                _MiniBar.Break();
            }
            break;
            }
            base.DoAfterEnd(endType);
        }