void LongPress() { string name = ""; string[] msg = new string[0]; switch (type) { case 1: name = "结束"; msg = new string[] { "结束行动,行动点会积累到下回合" }; break; case 2: name = "攻击"; msg = new string[] { "普通攻击" }; break; case 3: name = model.name; string msg1 = model.GetEffect(Manage.Instance.Battle.CurrentUnit.DataModel.finalAttribute); string msg2 = "消耗:" + model.GetAP(Manage.Instance.Battle.CurrentUnit.DataModel.finalAttribute); msg = new string[] { msg1, msg2 }; break; } PanelManager.Instantiate.GetPanel <DownItemStatsPanel>().Open(name, msg); }
protected override void OnAtk() { owner.CurrentUnit.UserApp(model.GetAP(owner.CurrentUnit.DataModel.finalAttribute)); GameObject prefab = Manage.Instance.Resources.GetObj(ResourcesEnum.SkillPrefab, model.model); ObjectPooling.Instance.GetObject <BaseSkillObject>(prefab, null).Enter(owner.CurrentUnit, model, TargetCell, ChangeState); }
public void UpdateSkill(SkillAttribute skill, Unit unit) { type = 3; model = skill; icon.sprite = Manage.Instance.AB.GetGame <Sprite>(AssetbundleEnum.SkillIcon, skill.icon); int needAp = skill.GetAP(unit.DataModel.finalAttribute); Interactable(unit.CurrentAP >= needAp); number.color = unit.CurrentAP >= needAp ? Color.white : Color.red; number.text = needAp.ToString(); if (skill.IsNeedEquipment(unit.DataModel.dataModel) == false) { mask.SetActive(true); return; } Open(); }