protected internal virtual void initAllSkill() { List<int> _skillIds = Owner.BaseProp.SkillIdList; List<BaseHeroBattleSkillAction> _allSkills = SkillService.getSkillAction(_skillIds); foreach (BaseHeroBattleSkillAction _action in _allSkills) { SkillActionHolder _holder = actionHolderArr[_action.TriggerId]; _holder.addSkillAction(_action); if (_action.TriggerId == BattleEventConstants.BATTLE_HUNG_UP) { activeAction = _action; } } if (activeAction == null) { Logger.Log("no active action"); } }
public virtual void calcAttackBattleAction(BattleTeamFightRecord record) { BaseHeroBattleSkillAction _attackAct = null; List<BaseHeroBattleSkillAction> _actList = getToActList(BattleEventConstants.BATTLE_FIGHTER_ATTACK); if (_actList.Count == 0) { _attackAct = NormalAttack; } else { _attackAct = _actList[0]; } attackAction = _attackAct; recordSPSkillInfo(record); }
public virtual void addSkillAction(BaseHeroBattleSkillAction baseAction) { this.skillActionList.Add(baseAction); }
public override void init() { attackAction = SkillService.NormalHeroAttack; initHolder(); initAllSkill(); }
/// <summary> /// 创建普通动作,目前只有两个,英雄攻击和英雄回血,怪物攻击全部是技能攻击 /// </summary> public virtual void initNormalAction() { normalHeroAttack = SkillActionCreater.createDefaultNormalAction(true, false); normalHeroRecover = SkillActionCreater.createDefaultNormalAction(false, false); normalAOEAttack = SkillActionCreater.createDefaultNormalAction(true, true); }