public override void BigEndFunc() { base.BigEndFunc(); if (isTianQianTrigger) { int curBigTime = PlayerConfig.GetCurBig(); if (curBigTime >= tianQian_canMoveBigTime) { isCanAction = true; PlayerConfig.ResetCDAllWithOutTianqian(); //--技能施法 tianQian_DestCoord --是不是要放到RealSkillPlayer里去??? if (mCurEnemyList != null) { for (int i = 0; i < mCurEnemyList.Count; ++i) { float hp = MagicVal * PlayerConfig.zhanshiCfgDict[PlayerConfig.xuanFengZhan].damagerRatio; mCurEnemyList[i].LoseHP((int)hp); if (mCurEnemyList[i].isHiding) { mCurEnemyList[i].SetHide(false); } } } else { UnityEngine.Debug.Log("tianQian技没有找到敌人"); } } if (curBigTime >= tianQian_cdReleaseBigTime) { PlayerConfig.ResetCDTianQian(); SetTianQianData(false); } } if (isHuDunTrigger) { int curBigTime = PlayerConfig.GetCurBig(); if (curBigTime >= huDun_StandBigTime && curSheid > 0) { SetSheild(0); } if (curBigTime > huDun_cdReleaseBigTime) { PlayerConfig.CoolCD(); SetHuDunData(false); } } }
public virtual void RealPlaySkill() { if (curSkill == PlayerConfig.normalSkill) { mCurEnemyList.Clear(); List <Unit> units = null; if (Map.Instance.TryGetUnitsByRange(GetUnit(), GetCurCoord(), PlayerConfig.range_puGong, out units)) { for (int i = 0; i < units.Count; ++i) { mCurEnemyList.Add(units[i].gameObject.GetComponent <PlayerBase>()); } if (mCurEnemyList.Count > 0) { for (int i = 0; i < mCurEnemyList.Count; ++i) { if (!mCurEnemyList[i].isHiding) { if (this is PlayerDaoZei && this.isHiding) { //--无视护卫: float hp = AttackValue; mCurEnemyList[i].LoseHP((int)hp); mCurEnemyList[i].LoseHP((int)hp); this.SetHide(false); } else { float hp = AttackValue; mCurEnemyList[i].LoseHP((int)hp); } } else { mCurEnemyList[i].SetHide(false); } } } } if (mCurEnemyList.Count > 0) { } else { UnityEngine.Debug.Log("normalSkill 技没有找到敌人"); } PlayerConfig.CoolCD(); } }
public void MoFaDan() { int needPoint = PlayerConfig.zhanshiCfgDict[PlayerConfig.moFaDan].needActPoint; if (curActPoints < needPoint) { UnityEngine.Debug.LogError("moFaDan 行动点不够!"); return; } CostActPoint(needPoint); curSkill = PlayerConfig.tianQian; //冷却技能!! // int CdTimes = PlayerConfig.zhanshiCfgDict[PlayerConfig.moFaDan].CdTimes; PlayerConfig.CoolCD(); }
public override void BigEndFunc() { base.BigEndFunc(); if (isTiaoPiTrigger) { int curBigTime = PlayerConfig.GetCurBig(); if (curBigTime > tiaoPi_cdReleaseBigTime) { PlayerConfig.CoolCD(); SetTiaoPiData(false); } } }
private void SetYinShenData(bool isBegin) { if (isBegin) { isYinShenTrigger = true; yinShenBegin_BigTime = PlayerConfig.GetCurBig(); yinShen_canMoveBigTime = yinShenBegin_BigTime + PlayerConfig.yinShen_StandBigCount - 1; yinShen_cdReleaseBigTime = yinShenBegin_BigTime + PlayerConfig.yinShen_CDBigCount; PlayerConfig.CoolCD(); SetHide(true); } else { isYinShenTrigger = false; } }