// 赋值函数 void Setup(SkillAim skillAim, int mpCost, int sustain, List <BattleStatus> battleStatuses) { this.skillAim = skillAim; this.mpCost = mpCost; this.sustain = sustain; this.battleStatuses = battleStatuses; }
public skillInfo(string id, string name, string desc, int functionId, bool isOmega, SkillAim aim, SkillBreed breed , SkillKind kind, SDConstants.AOEType aoe, SDConstants.AddMpTpType mptpAdd) { ID = id; NAME = name; DESC = desc; FunctionId = functionId; IsOmegaSkill = isOmega; this.Aim = aim; this.Breed = breed; this.Kind = kind; SkillAoe = aoe; MpTpAddType = mptpAdd; }
public void showCurrentUnitSkillTarget(bool showDieTarget = false) { SkillAim aim = SkillAim.Other; if (_currentActionPanel != null && _currentActionPanel.CurrentSkill != null) { aim = _currentActionPanel.CurrentSkill.ThisSkillAim; } int t = 0; if (aim == SkillAim.Friend) { t = _currentBattleUnit.IsEnemy ? 1 : -1; } else if (aim == SkillAim.Other) { t = _currentBattleUnit.IsEnemy ? -1 : 1; } if (aim == SkillAim.Self) { for (int i = 0; i < AllSRL_Array.Count; i++) { AllSRL_Array[i].IsOptionTarget = false; AllSRL_Array[i].SetOptionSignState(); } for (int i = 0; i < AllORL_Array.Count; i++) { AllORL_Array[i].IsOptionTarget = false; AllORL_Array[i].SetOptionSignState(); } _currentBattleUnit.IsOptionTarget = true; _currentBattleUnit.SetOptionSignState(); } else { if (t == -1) { for (int i = 0; i < AllSRL_Array.Count; i++) { if (AllSRL_Array[i].IsDead && !showDieTarget) { AllSRL_Array[i].IsOptionTarget = false; } else { AllSRL_Array[i].IsOptionTarget = true; } AllSRL_Array[i].SetOptionSignState(); } for (int i = 0; i < AllORL_Array.Count; i++) { AllORL_Array[i].IsOptionTarget = false; AllORL_Array[i].SetOptionSignState(); } } else if (t == 1) { for (int i = 0; i < AllORL_Array.Count; i++) { if (AllORL_Array[i].IsDead && !showDieTarget) { AllORL_Array[i].IsOptionTarget = false; } else { AllORL_Array[i].IsOptionTarget = true; } AllORL_Array[i].SetOptionSignState(); } for (int i = 0; i < AllSRL_Array.Count; i++) { AllSRL_Array[i].IsOptionTarget = false; AllSRL_Array[i].SetOptionSignState(); } } else //skillAim.all 触发 { for (int i = 0; i < AllSRL_Array.Count; i++) { if (AllSRL_Array[i].IsDead && !showDieTarget) { AllSRL_Array[i].IsOptionTarget = false; } else { AllSRL_Array[i].IsOptionTarget = true; } AllSRL_Array[i].SetOptionSignState(); } for (int i = 0; i < AllORL_Array.Count; i++) { if (AllORL_Array[i].IsDead && !showDieTarget) { AllORL_Array[i].IsOptionTarget = false; } else { AllORL_Array[i].IsOptionTarget = true; } AllORL_Array[i].SetOptionSignState(); } } } }