virtual public void QTEAction(string effectstr) { enemySkill.CommonEffect(this, effectstr); }
public void SkillJudge(string playerSkillstring, string enemySkillstring) { nowAI = GetCurAI(); //分解敌人技能STRING string[] sEnemyEffStrSplit = enemySkillstring.Split(','); //分解玩家技能STRING string[] sPlayerEffStrSplit = playerSkillstring.Split(','); string E1 = ""; string E2 = ""; string E3 = ""; string P1 = ""; string P2 = ""; string P3 = ""; //把各种效果的STRING分类 foreach (string s in s1) { foreach (string e in sEnemyEffStrSplit) { string[] InstancedEff = e.Split('_'); if (InstancedEff[0] == s) { E1 += e; E1 += ","; } } foreach (string e in sPlayerEffStrSplit) { string[] InstancedEff = e.Split('_'); if (InstancedEff[0] == s) { P1 += e; P1 += ","; } } } foreach (string s in s2) { foreach (string e in sEnemyEffStrSplit) { string[] InstancedEff = e.Split('_'); if (InstancedEff[0] == s) { E2 += e; E2 += ","; } } foreach (string e in sPlayerEffStrSplit) { string[] InstancedEff = e.Split('_'); if (InstancedEff[0] == s) { P2 += e; P2 += ","; } } } foreach (string s in s3) { foreach (string e in sEnemyEffStrSplit) { string[] InstancedEff = e.Split('_'); if (InstancedEff[0] == s) { E3 += e; E3 += ","; } } foreach (string e in sPlayerEffStrSplit) { string[] InstancedEff = e.Split('_'); if (InstancedEff[0] == s) { P3 += e; P3 += ","; } } } // Debug.Log("E1 = " + E1 + "E2 = " + E2 + "E3 = " + E3); // Debug.Log("p1 = " + P1+ "p2 = " + P2+ "p3 = " + P3); //依次触发技能效果 if (nowAI != null) { if (!nowAI.isBroken) { enemySkill.CommonEffect(nowAI, E1); } if (!Player.Instance.isBroken) { playerSkill.CommonEffect(Player.Instance, P1); } if (!nowAI.isBroken) { enemySkill.CommonEffect(nowAI, E2); } if (!Player.Instance.isBroken) { playerSkill.CommonEffect(Player.Instance, P2); } if (!nowAI.isBroken) { enemySkill.CommonEffect(nowAI, E3); } if (!Player.Instance.isBroken) { playerSkill.CommonEffect(Player.Instance, P3); } } //更新技能CD //Player.Instance.UpdateCDs(); SuperController.Instance.skillTipBarController.UpdateCDs(); //本小节行动过,上锁 isActedAt3rdBeat = true; //重置双方打断状态 Player.Instance.isBreakable = false; Player.Instance.isBroken = false; nowAI.isBreakable = false; nowAI.isBroken = false; //Buff Effect if (playerSkillstring == "") { foreach (var buff in Player.Instance.buffs) { buff.AfterNoAction(); } } }