/** 放技能 */ public void C_SyncSkill_0x822(C_SyncSkill_0x822 msg) { Debug.LogFormat("<color=yellow> =====send pvp use skill :{0} room:{1}====", msg.skill_id, roomId); packetManager.SendMessage <C_SyncSkill_0x822>(SocketId.Battle, msg); //Debug.Log(string.Format("C_SyncSkill_0x822 msg.skill_id={0}, position={1}, msg.position={2}, msg.unit_id={3}", msg.skill_id, position, msg.position, msg.unit_id.ToStr ()) ); }
/** Do 技能 */ public void DoSkill(C_SyncSkill_0x822 msg) { if (sDoSkill != null) { sDoSkill(msg); } }
public static WRAction Create_Skill(C_SyncSkill_0x822 c) { WRAction action = new WRAction(); action.actionType = WRActionType.Skill; action.skill = new WRAction_Skill(c); return(action); }
/** 技能 */ public void ExeSkill(C_SyncSkill_0x822 msg) { SkillOperateData skillOperateData = War.sceneData.GetSkillOperateData(msg.uid); if (skillOperateData.isRoleSkill) { War.skillWarManager.DealSkillForPvp(WarService.To__S_SyncSkill_0x822(msg)); } else { if (skillOperateData != null) { skillOperateData.SetUse(); } StartCoroutine(DelayPlaySkill(msg)); } }
public static S_SyncSkill_0x822 To__S_SyncSkill_0x822(C_SyncSkill_0x822 c) { S_SyncSkill_0x822 msg = new S_SyncSkill_0x822(); msg.uid = c.uid; msg.skill_id = c.skill_id; msg.skill_id_2 = c.skill_id_2; msg.src_id = c.src_id; for (int i = 0; i < c.skill_effect_item.Count; i++) { msg.skill_effect_item.Add(c.skill_effect_item[i]); } for (int i = 0; i < c.skill2_effect_item.Count; i++) { msg.skill2_effect_item.Add(c.skill2_effect_item[i]); } return(msg); }
//放进能 public void Skill(C_SyncSkill_0x822 c) { timeLineData.AddAction(WRAction.Create_Skill(c)); }
public WRAction_Skill(C_SyncSkill_0x822 c) { this.c = c; }
IEnumerator DelayPlaySkill(C_SyncSkill_0x822 msg) { yield return(new WaitForSeconds(0.5f)); War.skillWarManager.DealSkillForPvp(WarService.To__S_SyncSkill_0x822(msg)); }