//回合开始 void addItemWhenRoundBegin(ConvertData data) { BanBattleProcess UIProc = BanBattleProcess.Instance; UIProc.list_Item.Add(new BanBattleProcess.Item(0, 0, data.attIndex, data.defIndex, data.attCurBp, data.defCurBp, data.attAPCount, data.defAPCount, BanBattleProcess.Period.Attend, -1, -1, -1, -1, -1)); }
/// <summary> /// 怒气技能已经准备好了 /// </summary> /// <param name="aHeader">A header.</param> void AngrySkill_Ready(CMsgHeader aHeader) { BanBattleProcess UIProc = BanBattleProcess.Instance; UIProc.list_Item.Add(new BanBattleProcess.Item(0, 0, localCached.attIndex, localCached.defIndex, localCached.attCurBp, localCached.defCurBp, localCached.attAPCount, localCached.defAPCount, BanBattleProcess.Period.AngrySkillReady, -1, -1, -1, -1, -1, string.Empty, aHeader)); }
//属性转换 void addItemWhenPropertyChg(ConvertData data, int from, string skillname, int skillId) { BanBattleProcess UIProc = BanBattleProcess.Instance; BanBattleProcess.Item item = new BanBattleProcess.Item(0, 0, data.attIndex, data.defIndex, data.attCurBp, data.defCurBp, data.attAPCount, data.defAPCount, BanBattleProcess.Period.AttributeChange, from, -1, -1, -1, -1, skillname); item.skillId = skillId; UIProc.list_Item.Add(item); }
//属性克制 void addItemWhenPropertyKill(ConvertData data, int extra_3 = 0) { BanBattleProcess UIProc = BanBattleProcess.Instance; BanBattleProcess.Item i = new BanBattleProcess.Item(0, 0, data.attIndex, data.defIndex, data.attCurBp, data.defCurBp, data.attAPCount, data.defAPCount, BanBattleProcess.Period.AttributeConflict, -1, -1, -1, -1, -1); i.extra_3 = extra_3; UIProc.list_Item.Add(i); }
public void HideZhanBuAnim() { if (AnimIsOver) { if (isLevel16) { Vector3 adjustStartPos = new Vector3(StartPosLv16.x, FitScreen(StartPosLv16.y), StartPosLv16.z); MiniItween.MoveTo(goDes, adjustStartPos, moveTime); } else { MiniItween.MoveTo(goDes, StartPos, moveTime); } goHighArea.transform.localPosition = AwayPos; goMaskArea.transform.localPosition = AwayPos; HideMask(); //用来判断是否为特殊步骤 bool over = true; BanBattleProcess proc = BanBattleProcess.Instance; if (proc != null) { over = proc.FeatureWar_Cast(GetComponent <BoxCollider>(), manualHeight); } if (over) { Time.timeScale = 1f; AnimIsOver = false; } if (isLevel16) { Invoke("delayDeleteGuide", 1f); } } }