public void SkillType_EqualsSameSkillType_ReturnsTrue() { var skillType = new SkillType(); // ReSharper disable once EqualExpressionComparison - checking for equals comparison override. Assert.IsTrue(skillType.Equals(skillType)); var skillType2 = skillType; Assert.IsTrue(skillType == skillType2); }
/// <summary> /// 해당 스킬의 발동 대상을 설정 /// </summary> /// <param name="monsterList"></param> public void SelectSkillTarget(List <MonsterScript> monsterList) { if (skillType.Equals(SkillType.One_Attack)) { //몬스터 선택 화면 띄우고 선택하게 함 } else if (skillType.Equals(SkillType.Multi_Attack)) { //바로 상대 몬스터들 모두를 공격 } else if (skillType.Equals(SkillType.One_Heal)) { //아군 선택 화면 띄우고 선택하게 함 } else if (skillType.Equals(SkillType.Multi_Heal)) { //아군 전체 힐 } }
private void FixedUpdate() { if (IntervalTime > 0) { IntervalTime -= 0.02f; } else if (IntervalTime < 0) { IntervalTime = 0; SkillActived = true; if (_type.Equals(SkillType.AutoTarget)) { Click.enabled = true; } else { Drag.enabled = true; } } }
public void SetSkill(SkillBaseInfo baseInfo) { Serial = baseInfo.Pos; MaxCoolDown = baseInfo.CoolDown; DefaultImage.sprite = baseInfo.SkillImage; EffectImage.sprite = baseInfo.SkillImage; _type = baseInfo.SkillType; if (_type.Equals(SkillType.AutoTarget)) { Drag.enabled = false; Owner.gameObject.GetComponentInChildren <LineRenderer>().enabled = false; Owner.gameObject.GetComponentInChildren <SpriteRenderer>().enabled = false; } else { Debug.Log("是指向性技能"); Click.enabled = false; Drag.Init(Owner, baseInfo.SkillType.Equals(SkillType.LineTarget)); Owner.gameObject.GetComponentInChildren <LineRenderer>().enabled = false; Owner.gameObject.GetComponentInChildren <SpriteRenderer>().enabled = false; } }