Esempio n. 1
0
    //鼠标点击技能事件
    public void SetCd()
    {
        //如果技能栏中没有技能 返回
        if (GetSkillInfo() == null)
        {
            return;
        }
        //在冷却时间中,就无法点击到,解除交互
        button.interactable = false;
        tempTime            = Time.time;
        startCd             = true;
        //获取到点击的技能属性
        SkillsInfo skillsInfo = GetSkillInfo();

        //判断点击到的技能
        switch (skillsInfo.applyType.ToString())
        {
        //恢复技能
        case "Passive":
            //effect_AddHP.SetActive(true);
            goEffect_AddHP = Instantiate(effect_AddHP, playerInfo.gameObject.transform.position, Quaternion.identity);
            goEffect_AddHP.transform.SetParent(playerInfo.gameObject.transform);
            goEffect_AddHP.SetActive(true);
            playerInfo.AddHPOrMP(skillsInfo.applyValue, skillsInfo.mp);
            break;

        //增益技能
        case "Buff":
            // effect_Buff.SetActive(true);
            goEffect_Buff = Instantiate(effect_Buff, new Vector3(playerInfo.transform.position.x, playerInfo.gameObject.transform.position.y + 5, playerInfo.gameObject.transform.position.z), Quaternion.identity);
            //go.transform.SetParent(playerInfo.gameObject.transform);
            goEffect_Buff.SetActive(true);
            playerInfo.AddAttackOrmoveSpeed(skillsInfo.applyValue, skillsInfo.applyValue, skillsInfo.mp);
            break;

        //单体攻击技能
        case "SingleTarget":
            bool isSkillAttack = playerAttack.SkillAttack();
            if (isSkillAttack)
            {
                //产生伤害
                playerAttack.normal_target.GetComponent <SmallEnemy>().TakeDamage(skillsInfo.applyValue);
            }
            break;

        //大范围技能
        case "MultiTarget":
            playerAttack.BigSkillAttack();
            break;
        }
        // Debug.Log(skillsInfo.coldTime);
        StartCoroutine(StartCD(1.5f, skillsInfo.applyValue, skillsInfo.applyValue));
    }