コード例 #1
0
    //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));
    }
コード例 #2
0
    /// <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));
    }
コード例 #3
0
    //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);
    }
コード例 #4
0
    //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);
    }
コード例 #5
0
ファイル: ZhanbuAnim.cs プロジェクト: mengtest/DragonBallNew
    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);
            }
        }
    }