private void Damage(CommandTag commandTag) { SkillTypeTag skillType = skillManager.GetSkillTypeTag(commandTag); if (skillType != SkillTypeTag.Attack) { return; } SearchText(UITag.Status1Text).text = GetComponent <UITextData>().GetStringData( UITextCategoryTag.ActorStatus, UITextDataTag.Damage); SearchText(UITag.Status1Data).text = skillManager.GetSkillDamage(commandTag).ToString(); }
private void SkillType() { UITag[] ui = new UITag[] { UITag.QType, UITag.WType, UITag.EType, UITag.RType }; for (int i = 0; i < ui.Length; i++) { skillManager.GetSkillTypeTag(skillManager.GetSkillNameTag(ui[i]), out string typeName, out _); SearchText(ui[i]).text = typeName; } }
private void SkillType() { UITag[] ui = new UITag[] { UITag.QType, UITag.WType, UITag.EType, UITag.RType }; SkillTypeTag typeTag; string typeName; for (int i = 0; i < ui.Length; i++) { typeTag = skillManager.GetSkillTypeTag(ui[i]); typeName = skillManager.GetShortSkillTypeName(typeTag); SearchText(ui[i]).text = typeName; } }
private void VerifySkillTarget_VerifyingSkill(object sender, VerifyingSkillEventArgs e) { SkillNameTag skillName = skillManager.GetSkillNameTag(e.UseSkill); SkillTypeTag skillType = skillManager.GetSkillTypeTag(skillName); int[] position = aimMarker.GetComponent <MetaInfo>().Position; GameObject[] go = GetComponent <SearchObject>().Search( position[0], position[1]); bool canUseSkill; switch (skillType) { case SkillTypeTag.Move: canUseSkill = VerifyMove(go); break; case SkillTypeTag.Attack: case SkillTypeTag.Curse: canUseSkill = VerifyAttackCurse(go); break; case SkillTypeTag.Buff: canUseSkill = VerifyBuff(go); break; default: canUseSkill = false; break; } if (!canUseSkill) { e.CanUseSkill.Push(false); } }