/// <summary> ///协程意图-技能 /// </summary> public IEnumerator CoroutineForIntentSkill(SkillInfoBean skillInfo, List <NpcAIMiniGameCombatCpt> relativeOurList, List <NpcAIMiniGameCombatCpt> relativeEnemyList) { if (skillInfo == null) { //如果没有技能则战斗 StartCoroutine(CoroutineForIntentFight(relativeOurList, relativeEnemyList)); } else { MiniGameHandler.Instance.handlerForCombat.miniGameData.SetRoundActionCommand(MiniGameCombatCommand.Skill); MiniGameHandler.Instance.handlerForCombat.miniGameData.SetRoundActionSkill(skillInfo); EffectDetailsEnumTools.GetEffectRange(skillInfo.effect_details, out int impactNumber, out int impactType); List <NpcAIMiniGameCombatCpt> listSelectTargetNpc = new List <NpcAIMiniGameCombatCpt>(); if (impactType == 0) { //如果选择是选择自己 listSelectTargetNpc.Add(this); } else if (impactType == 1) { //如果选择是选择友方 listSelectTargetNpc.AddRange(GetSelectTargetByNumber(impactNumber, relativeOurList)); } else if (impactType == 2) { //如果选择是选择敌人 listSelectTargetNpc.AddRange(GetSelectTargetByNumber(impactNumber, relativeEnemyList)); } MiniGameHandler.Instance.handlerForCombat.miniGameData.SetRoundTargetCharacter(listSelectTargetNpc); yield return(new WaitForSeconds(1f)); MiniGameHandler.Instance.handlerForCombat.RoundForAction(); } }
public void PickSkillComplete(SkillInfoBean skillInfo) { EffectDetailsEnumTools.GetEffectRange(skillInfo.effect_details, out int impactNumber, out int impactType); OpenSelectCharacter(impactNumber, impactType); }
public void PickItemsComplete(ItemsInfoBean itemsInfo) { EffectDetailsEnumTools.GetEffectRange(itemsInfo.effect_details, out int impactNumber, out int impactType); OpenSelectCharacter(impactNumber, impactType); }