public void Update() { foreach (var item in monsterDic.Values) { item.TickAILogic(); } if (mapMgr != null) { if (triggerCheck && monsterDic.Count == 0) { bool isExist = mapMgr.SetNextTriggerOn(); triggerCheck = false; if (!isExist) { //关卡技术战斗胜利 EndBattle(true, entitySelfPlayer.HP); } } } }
private void Update() { foreach (EntityMonster em in monsterDicts.Values) { em.TickAILogic(); } if (mapMgr != null) { if (!isNextTriggerOn && monsterDicts.Count == 0) { bool isExist = mapMgr.SetNextTriggerOn(); isNextTriggerOn = true; if (!isExist) { //副本结算 entityPlayer.canControl = false; EndBattle(FBEndType.Win, true, entityPlayer.HP); } } } }
public void Update() { foreach (var item in monsterDic) { EntityMonster em = item.Value; em.TickAILogic(); } //检测当前批次的怪物是否全部死亡 if (m_MapMgr != null) { if (TriggerCheck && monsterDic.Count == 0) { bool isExist = m_MapMgr.SetNextTriggerOn(); TriggerCheck = false; if (!isExist) { //关卡结束,战斗胜利 EndBattle(true, EntitySelfPlayer.HP); } } } }
private void Update() { foreach (var item in monstersDic) { EntityMonster monster = item.Value; monster.TickAILogic(); } if (mapMgr != null) { if (monstersDic.Count == 0 && triggerCheck == true) { triggerCheck = false; bool isExit = mapMgr.SetNextTriggerOn(); if (isExit == false) { // 关卡结束,结算界面 EndBattle(true, entityPlayer.HP); } } } }