/// <summary> /// 使用此快捷栏中的技能 /// </summary> /// <returns>使用成功返回 true</returns> public bool UseSkill() { //没有技能的情况 if (this.id == 0) { Debug.Log("没有快捷技能"); return(false); } //cd没好的情况 else if (!SkillBoard.Instance().FindSkillById(id).GetSkillReadyState()) { Debug.Log("CD未冷却"); return(false); } //mp不够的情况 else if (!PlayerStatusManager.Instance().ReduceMp(this.info.mpSpend)) { Debug.Log("蓝不够"); return(false); } //没有以上情况则释放技能 else { //使技能进入冷却 SkillBoard.Instance().FindSkillById(id).SetSkillColdState(); //技能发射器发射技能 SkillShoot.Instance().ShootSkill(this.id, this.info); return(true); } }
void Update() { #if UnityEditor //背包加药品 if (Input.GetKeyDown(KeyCode.P)) { int x = 0; BagBoard.Instance().PickOneItemById(x = Random.Range(1001, 1004)); Debug.Log(x); } //背包加装备 if (Input.GetKeyDown(KeyCode.O)) { int x = 0; BagBoard.Instance().PickOneItemById(x = Random.Range(2001, 2023)); Debug.Log(x); } //商店加药品 if (Input.GetKeyDown(KeyCode.L)) { ShopBoard.Instance().AddOneShopItemById(c++); Debug.Log(c); } //商店加装备 if (Input.GetKeyDown(KeyCode.K)) { ShopBoard.Instance().AddOneShopItemById(z++); Debug.Log(z); } //扣血 if (Input.GetKeyDown(KeyCode.M)) { PlayerStatusManager.Instance().ReduceHp(50); } //加钱 if (Input.GetKeyDown(KeyCode.UpArrow)) { CoinManager.Instance().AddCoin(50); } //扣钱 if (Input.GetKeyDown(KeyCode.DownArrow)) { CoinManager.Instance().ReduceCoin(50); } //加点 if (Input.GetKeyDown(KeyCode.KeypadPlus)) { PlayerStatusManager.Instance().AddPoint(); } //加技能 if (Input.GetKeyDown(KeyCode.B)) { SkillBoard.Instance().AddOneSkillById(4001); SkillBoard.Instance().AddOneSkillById(4002); SkillBoard.Instance().AddOneSkillById(4003); } #endif }
/// <summary> /// 增加等级,属性,点数 /// </summary> /// <param name="num">升级数目(默认1)</param> public void AddRankAndProp(int num = 1) { PlayerStatusInfo.Instance().rank += num; SkillBoard.Instance().ListenToUnlockSkill(); PlayerStatusInfo.Instance().attack += 5; PlayerStatusInfo.Instance().def += 3; PlayerStatusInfo.Instance().speed += 1; AddPoint(5); }