IEnumerator Start() { Attribute attribute = new Attribute(); attribute.CostMp = 5; attribute.m_DelayTime = 2; SkillSystem.Skill windy = new SkillSystem.Skill(); Entity sakura = new Entity(); sakura.Name = "小樱"; sakura.Mp = 10; Entity enemy = new Entity(); windy.Init(sakura, enemy, attribute); //检验流程 bool isvalid = windy.IsValid(new MpVerify()); if (!isvalid) { windy.Interrupt(new InterruptValid()); } Debug.Log("准备 吟唱"); TaskSystem.TimeCondition cond = new TaskSystem.TimeCondition(attribute.m_DelayTime); TaskSystem.Task task = new TaskSystem.Task("吟唱动画", cond); yield return(StartCoroutine(windy.Sing(task))); Debug.Log("吟唱 结束"); }
public void Fire02(SkillSystem.Skill skill) { //to-do吟唱 吟唱时间可以根据表格来 //伤害计算 DamageCondtion dmgCond = new DamageCondtion(skill, delegate(int result) { HandleCast(skill, result); }, EventsType.Skill_DamageEnd, skill.Caster.m_Id); TaskSystem.Task dmgTask = new TaskSystem.Task("伤害检查", dmgCond); TaskManager.Instance().AddTask(dmgTask); //启动任务队列 TaskManager.Instance().Start(">>>技能伤害计算流程"); }
public void SkillEnd(SkillSystem.Skill sk) { Debug.Log("SkillEnd"); }
public void InitBullet(SkillSystem.Skill skill) { m_Skill = skill; }