public override void onHandleInputAction(BattleTeamFightRecord record)
		{
			calcAttackBattleAction(record);
		}
		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);
		}
		protected internal virtual void recordSPSkillInfo(BattleTeamFightRecord record)
		{
			if (!attackAction.NormalAction)
			{
				record.addSkillFighter(Owner.TemplateId);
			}
		}
Esempio n. 4
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		public virtual void finishCurTeamFightRecord()
		{
			this.curFightRecord = null;
		}
		public override void onHandleInputAction(BattleTeamFightRecord record)
		{
			// TODO Auto-generated method stub

		}
Esempio n. 6
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    /// <summary>
    /// Show record of team fight one round.
    /// </summary>
    /// <param name="battleTeamFightRecord">Battle team fight record</param>
    /// <remarks>
    /// This record is the every first record of we can do an attack.
    /// So we put lock team selection function here.
    /// </remarks>
    public void showBattleTeamFightRecord(BattleTeamFightRecord battleTeamFightRecord)
    {
        Logger.Log("[-----RECORD-----] - battle team fight record: " + battleTeamFightRecord.RecordList.Count + ", " + battleTeamFightRecord);

        // get debuff value.
        var characterList = (battleTeamFightRecord.TeamSide == BattleRecordConstants.TARGET_SIDE_LEFT)
            ? originalCharacterList
            : originalMonsterList;

        //Clear buff hurt list in all characters.
        characterList.ForEach(item => item.BuffController.HurtValueList.Clear());

        //Set buff hurt list in specific characters.
        

        battleTeamRecord = battleTeamFightRecord;
        if (battleTeamRecord.TeamSide == BattleRecordConstants.TARGET_SIDE_LEFT)
        {
            Logger.LogWarning("Team controller selected to false");

            //Disable team selection.
            TeamController.Enable = false;

            //Disable all leader collider when attack.
            leaderController.SetAllLeadersCollider(false);

            // add selected characters to attack waiting list.
            attackWaitList.AddRange(TeamController.SelectedCharacterList);

            DoAttrackLeft();
        }
        else
        {
            DoAttrackRight();
        }
    }
Esempio n. 7
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		public virtual void onHandleFightInputAction(BattleTeamFightRecord record)
		{
			skillManager.onHandleInputAction(record);
		}