/// <summary> /// 显示技能指示器 /// </summary> /// <param name="entityComponent"></param> /// <param name="sKillAreaType">区域类型</param> /// <param name="owner">拥有者</param> public static void ShowSkillArea(this EntityComponent entityComponent, SKillAreaType sKillAreaType, Entity owner) { int entityId = entityComponent.GenerateSerialId(); string assetname = string.Empty; switch (sKillAreaType) { case SKillAreaType.OuterCircle: assetname = "Assets/DownLoad/Prefab/SkillArea/OutCri.prefab"; break; case SKillAreaType.Circle: assetname = "Assets/DownLoad/Prefab/SkillArea/QuanGongji.prefab"; break; case SKillAreaType.Cube: break; case SKillAreaType.Sector: assetname = "Assets/DownLoad/Prefab/SkillArea/Sector.prefab"; break; } entityComponent.ShowEntity(entityId, typeof(SkillArea), assetname, "Effect", Constant.AssetPriority.EffectAsset, new SkillAreaData(entityId, (int)sKillAreaType, owner, sKillAreaType)); }
public SkillAreaData(int entityId, int typeId, Entity owner, SKillAreaType sKillAreaType) : base(entityId, typeId) { m_Owner = owner; m_SKillAreaType = sKillAreaType; }
public ShowSkillAreaGameEvent Fill(SKillAreaType sKillAreaType) { SKillAreaType = sKillAreaType; return(this); }