protected virtual void ShowUI() { if (other.Count <= 1) { expectationUI.transform.Find("Left").gameObject.SetActive(false); expectationUI.transform.Find("Right").gameObject.SetActive(false); } foreach (var o in other) { var a = o.GetComponent <CharacterStatus>().attributes; var atk = a.Find(d => d.eName == "atk").value.ToString(); var def = a.Find(d => d.eName == "def").value.ToString(); var dex = a.Find(d => d.eName == "dex").value.ToString(); var currentHp = a.Find(d => d.eName == "hp").value.ToString(); var currentMp = a.Find(d => d.eName == "mp").value.ToString(); FinalDamageBuff finalDamageBuff = (FinalDamageBuff)character.GetComponent <Unit>().Buffs.Find(b => b.GetType() == typeof(FinalDamageBuff)); var damageExpectation = DamageSystem.ExpectDamage(character, o, damageFactor, hit, hoverRange == 0, finalDamageBuff == null ? 0 : finalDamageBuff.Factor); var finalRate = DamageSystem.HitRateSystem(character, o, skillRate).ToString(); if (originSkill != null && originSkill is AttackSkill) { var originAttackSkill = (AttackSkill)originSkill; damageExpectation += DamageSystem.ExpectDamage(character, o, originAttackSkill.damageFactor, originAttackSkill.hit, hoverRange == 0, finalDamageBuff == null ? 0 : finalDamageBuff.Factor); finalRate = DamageSystem.HitRateSystem(character, o, (skillRate * hit + originAttackSkill.skillRate * originAttackSkill.hit) / (hit + originAttackSkill.hit)).ToString(); } string roleName = o.GetComponent <CharacterStatus>().roleCName.Replace(" ", ""); string roleIdentity = o.GetComponent <CharacterStatus>().IsEnemy(character.GetComponent <CharacterStatus>()) ? "" : o.GetComponent <CharacterStatus>().identity; string roleState = o.GetComponent <Unit>().UnitEnd ? "结束" : "待机"; string hp = currentHp; string mp = currentMp; string hpMax = a.Find(d => d.eName == "hp").valueMax.ToString(); string mpMax = a.Find(d => d.eName == "mp").valueMax.ToString(); string effectInfo = damageExpectation.ToString(); string rateInfo = finalRate + "%"; string atkInfo = atk; string defInfo = def; string dexInfo = dex; expectationList.Add(new KeyValuePair <CharacterStatus, string[]>(o.GetComponent <CharacterStatus>(), new string[12] { roleName, roleIdentity, roleState, hp, mp, hpMax, mpMax, effectInfo, rateInfo, atkInfo, defInfo, dexInfo })); //相同外观角色的合击逻辑。伤害期望部分的加成在Damage System中已经完成。 var comboUnits = DamageSystem.ComboDetect(character, o); if (comboUnits.Count > 0) { foreach (var u in comboUnits) { var go = (GameObject)Resources.Load("Prefabs/UI/Arrows"); var arrow = GameObject.Instantiate(go); arrow.transform.position = u.GetComponent <CharacterStatus>().arrowPosition + u.position; var arrows = arrow.GetComponentsInChildren <Transform>(); foreach (var d in arrows) { if (d != arrow.transform) { d.gameObject.SetActive(false); if (d.localPosition.normalized == (o.position - u.position).normalized) { d.gameObject.SetActive(true); d.GetComponent <Renderer>().material.color = Color.red; } } } arrowList.Add(arrow); } comboUnitsList.Add(comboUnits); } } RefreshExpectionData(0); pointer.transform.SetParent(expectationList[pointerIterator].Key.transform); pointer.transform.localPosition = expectationList[pointerIterator].Key.arrowPosition; pointer.SetActive(true); expectationUI.SetActive(true); }