コード例 #1
0
    public void IncreaseGauge(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode, int index)
    {
        if (execEvolveId == 0)
        {
            float num = _GetIncreaseValue(atkType, atkMode);
            if (!(num <= 0f))
            {
                float num2 = gauge[index];
                gauge[index] += owner.CalcWaveMatchSpGauge(num);
                if (gauge[index] > 1000f)
                {
                    gauge[index] = 1000f;
                }
                if (isSelf && index == owner.weaponIndex && num2 != gauge[index])
                {
                    MonoBehaviourSingleton <UIPlayerStatus> .I.SetEvolveRate(gauge[index] / 1000f);

                    MonoBehaviourSingleton <UIEnduranceStatus> .I.SetEvolveRate(gauge[index] / 1000f);

                    if (IsGaugeFull())
                    {
                        MonoBehaviourSingleton <UIPlayerStatus> .I.PlayChangeEvolveIcon(true);

                        MonoBehaviourSingleton <UIEnduranceStatus> .I.PlayChangeEvolveIcon(true);
                    }
                }
            }
        }
    }
コード例 #2
0
    private float _GetIncreaseValue(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode)
    {
        EQUIPMENT_TYPE eQUIPMENT_TYPE = Player.ConvertAttackModeToEquipmentType(atkMode);
        int            i = 0;

        for (int num = parameter.gaugeInfo.Length; i < num; i++)
        {
            InGameSettingsManager.Evolve.GaugeInfo gaugeInfo = parameter.gaugeInfo[i];
            if (gaugeInfo.type == eQUIPMENT_TYPE)
            {
                return(gaugeInfo.value);
            }
        }
        return(0f);
    }
コード例 #3
0
 public void IncreaseCurrentGauge(AttackHitInfo.ATTACK_TYPE atkType, Player.ATTACK_MODE atkMode)
 {
     IncreaseGauge(atkType, atkMode, owner.weaponIndex);
 }