public void OnTriggerEnter2D(Collider2D col) { if (TestObjectMode == 1) { if (col.tag == "Player" || col.tag == "Pet") { CharacetStatus characetStatus = col.GetComponent <CharacetStatus>(); int index = characetStatuses.IndexOf(characetStatus); if (index == -1) { SkillManager.Instance.CaleSkillAttrObjectValue(SelfGameObject, col.gameObject, mSkillBaseInfo); characetStatuses.Add(characetStatus); } } } if (TestObjectMode == 2) { if (col.tag == "Enemy") { CharacetStatus characetStatus = col.GetComponent <CharacetStatus>(); int index = characetStatuses.IndexOf(characetStatus); if (index == -1) { SkillManager.Instance.CaleSkillAttrObjectValue(SelfGameObject, col.gameObject, mSkillBaseInfo); characetStatuses.Add(characetStatus); } } } }
public float GetAttrByType(GameObject gameObject, AttrType attrType) { CharacetStatus status = gameObject.GetComponent <CharacetStatus>(); if (attrType == AttrType.STR) { return(status.STR); } if (attrType == AttrType.AGI) { return(status.AGI); } else if (attrType == AttrType.MAG) { return(status.MAG); } else if (attrType == AttrType.VIT) { return(status.VIT); } if (attrType == AttrType.AttackRate) { return(status.AttackRate); } else if (attrType == AttrType.HPRemain) { return(status.HP_Remain); } else { Debug.LogError("没有对应属性的类型"); return(0); } }
public void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Enemy") { CharacetStatus characetStatus = col.GetComponent <CharacetStatus>(); int index = characetStatuses.IndexOf(characetStatus); if (index == -1) { col.GetComponent <CharacetStatus>().HPRemainChange(-PS.AD); characetStatuses.Add(characetStatus); } } }
public void ChangeAttrByType(GameObject gameObject, AttrType attrType, float value) { CharacetStatus status = gameObject.GetComponent <CharacetStatus>(); if (attrType == AttrType.HP) { status.HPChange((int)value); } else if (attrType == AttrType.HPRemain) { status.HPRemainChange((int)value); } else if (attrType == AttrType.MP) { status.MPChange((int)value); } else if (attrType == AttrType.MPRemain) { status.MPRemainChange((int)value); } else if (attrType == AttrType.EP) { status.EPChange((int)value); } else if (attrType == AttrType.EPRemain) { status.EPRemainChange((int)value); } else if (attrType == AttrType.HungerRemain) { status.HungerRemainChange((int)value); } else if (attrType == AttrType.AD) { status.ADChange((int)value); } else if (attrType == AttrType.AttackRate) { status.AttackRateChange((int)value); } else if (attrType == AttrType.MoveSpeed) { status.MoveSpeedChange((int)value); } }
public void ChangeAttrByType(GameObject gameObject, ApplyAttrEffect applyAttrEffect) { CharacetStatus status = gameObject.GetComponent <CharacetStatus>(); if (applyAttrEffect.AT == AttrType.HP) { status.HPChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.HPRemain) { status.HPRemainChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.MP) { status.MPChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.MPRemain) { status.MPRemainChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.EP) { status.EPChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.EPRemain) { status.EPRemainChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.HungerRemain) { status.HungerRemainChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.AD) { status.ADChange((int)applyAttrEffect.FixValue); } else if (applyAttrEffect.AT == AttrType.AttackRate) { status.AttackRateChange((int)applyAttrEffect.FixValue); } }