コード例 #1
0
    public void OnActSkillAction()
    {
        SkillParam actSkillParam = this.actSkillParam;

        if (actSkillParam != null)
        {
            actSkillParam.useGaugeCounter = 0f;
        }
    }
コード例 #2
0
 public void MonsterStartSkill(SkillParam param)
 {
     if (CanUseSkill())
     {
         if (m_SkillLogics.ContainsKey(param.SkillId) && !m_SkillLogics[param.SkillId].IsCoolingDown())
         {
             m_SkillLogics[param.SkillId].StartSkill();
         }
     }
 }
コード例 #3
0
 public bool Update(int?id, SkillParam skillParam)
 {
     if (_skillRepository.Get(id) == null)
     {
         MessageBox.Show("Sorry, your data is not found");
     }
     else
     {
         status = _skillRepository.Update(id, skillParam);
     }
     return(status);
 }
コード例 #4
0
        public bool Insert(SkillParam skillParam)
        {
            var result = 0;

            skill.Name       = skillParam.Name;
            skill.CreateDate = DateTimeOffset.Now.LocalDateTime;
            _context.Skills.Add(skill);
            result = _context.SaveChanges();
            if (result > 0)
            {
                status = true;
                MessageBox.Show("Insert Successfully");
            }
            return(status);
        }
コード例 #5
0
    public SkillInfo(Player owner)
    {
        player      = owner;
        skillParams = new List <SkillParam>();
        int i = 0;

        for (int num = 9; i < num; i++)
        {
            SkillParam item = new SkillParam
            {
                skillIndex = i
            };
            skillParams.Add(item);
        }
    }
コード例 #6
0
    public static void PrepareInventoryAssets()
    {
        GameManager instance = MonoSingleton <GameManager> .Instance;
        PlayerData  player   = instance.Player;

        for (int index = 0; index < player.Inventory.Length; ++index)
        {
            ItemData itemData = player.Inventory[index];
            if (itemData != null && itemData.Param != null && !string.IsNullOrEmpty((string)itemData.Param.skill))
            {
                SkillParam skillParam = instance.GetSkillParam((string)itemData.Param.skill);
                if (skillParam != null && !string.IsNullOrEmpty(skillParam.effect))
                {
                    AssetManager.PrepareAssets(AssetPath.SkillEffect(skillParam));
                }
            }
        }
    }
コード例 #7
0
    public SkillParam GetSkillParam(int skill_index)
    {
        if (skillParams == null)
        {
            return(null);
        }
        if (skill_index < 0 || skill_index >= skillParams.Count)
        {
            return(null);
        }
        SkillParam skillParam = skillParams[skill_index];

        if (skillParam == null || !skillParam.isValid)
        {
            return(null);
        }
        return(skillParam);
    }
コード例 #8
0
    private static void ParseSkill(ref HeroParam param, SecurityElement element)
    {
        if (param == null || element == null || element.Tag != "Skill")
        {
            return;
        }

        SkillParam skill = new SkillParam();

        skill.type = element.Attribute("enum").ToEnumEx <SkillEnum>();
        skill.cd   = element.Attribute("cd").ToFloatEx();
        //skill.attack = element.Attribute("attack").ToInt32Ex();
        skill.action     = element.Attribute("action").ToEnumEx <ActionEnum>();
        skill.triggerAt  = element.Attribute("triggerAt").ToFloatEx();
        skill.needTarget = element.Attribute("needTarget").ToBoolEx();
        skill.skillType  = element.Attribute("skillType").ToEnumEx <SkillType>();
        //skill.effects = new List<EffectParam>();
        param.skills.Add(skill);
    }
コード例 #9
0
        public bool Update(int?id, SkillParam skillParam)
        {
            var result = 0;
            var skill  = Get(id);

            skill.Name       = skillParam.Name;
            skill.UpdateDate = DateTimeOffset.Now.LocalDateTime;
            result           = _context.SaveChanges();
            if (result > 0)
            {
                status = true;
                MessageBox.Show("Update Successfully");
            }
            else
            {
                MessageBox.Show("Update Failed");
            }
            return(status);
        }
コード例 #10
0
    private static void PrepareSkillAssets(CharacterDB.Job jobData, SkillParam skill)
    {
        if (skill == null || string.IsNullOrEmpty(skill.motion) && string.IsNullOrEmpty(skill.effect))
        {
            return;
        }
        SkillSequence sequence = SkillSequence.FindSequence(skill.motion);

        if (sequence == null)
        {
            return;
        }
        if (!string.IsNullOrEmpty(sequence.SkillAnimation.Name))
        {
            DownloadUtility.PrepareUnitAnimation(jobData, sequence.SkillAnimation.Name, false, (JobParam)null);
        }
        if (!string.IsNullOrEmpty(sequence.ChantAnimation.Name))
        {
            DownloadUtility.PrepareUnitAnimation(jobData, sequence.ChantAnimation.Name, false, (JobParam)null);
        }
        if (!string.IsNullOrEmpty(sequence.EndAnimation.Name))
        {
            DownloadUtility.PrepareUnitAnimation(jobData, sequence.EndAnimation.Name, false, (JobParam)null);
        }
        if (!string.IsNullOrEmpty(sequence.StartAnimation))
        {
            DownloadUtility.PrepareUnitAnimation(jobData, sequence.StartAnimation, false, (JobParam)null);
        }
        if (!string.IsNullOrEmpty(skill.effect))
        {
            AssetManager.PrepareAssets(AssetPath.SkillEffect(skill));
            if (!string.IsNullOrEmpty(skill.CollaboMainId))
            {
                AssetManager.PrepareAssets(AssetPath.SkillEffect(skill) + "_sub");
            }
        }
        if (string.IsNullOrEmpty(skill.SceneName))
        {
            return;
        }
        AssetManager.PrepareAssets(AssetPath.SkillScene(skill.SceneName));
    }
コード例 #11
0
    public float GetPercentUseGauge(int skill_index)
    {
        SkillParam skillParam = GetSkillParam(skill_index);

        if (skillParam == null)
        {
            return(0f);
        }
        if ((float)(int)skillParam.useGauge <= 0f)
        {
            return(1f);
        }
        float num = skillParam.useGaugeCounter / (float)(int)skillParam.useGauge;

        if (num > 1f)
        {
            num = 1f;
        }
        return(num);
    }
コード例 #12
0
    public bool IsActSkillAction(int skill_index)
    {
        SkillParam skillParam = GetSkillParam(skill_index);

        if (skillParam == null)
        {
            return(false);
        }
        if (GetPercentUseGauge(skill_index) < 1f)
        {
            return(false);
        }
        if (!skillParam.IsActiveType())
        {
            return(false);
        }
        if (IsArenaForbidSlotType(skillParam.tableData.type))
        {
            return(false);
        }
        return(true);
    }
コード例 #13
0
 public bool Insert(SkillParam skillParam)
 {
     return(_skillRepository.Insert(skillParam));
 }
コード例 #14
0
 public void Init(HeroEntity _entity, SkillParam _param)
 {
     entity = _entity;
     param  = _param;
 }
コード例 #15
0
ファイル: ISkillLogic.cs プロジェクト: HawardLocke/MadLand
		public virtual void OnActive(int ownerID, SkillParam skillParam) { }
コード例 #16
0
    public void SetSettingsInfo(SkillSettingsInfo skill_settings, List <CharaInfo.EquipItem> weapon_list)
    {
        List <SkillParam> list = new List <SkillParam>();

        if (skillParams != null)
        {
            list = skillParams;
        }
        skillParams = new List <SkillParam>();
        InGameManager         i  = MonoBehaviourSingleton <InGameManager> .I;
        InGameSettingsManager i2 = MonoBehaviourSingleton <InGameSettingsManager> .I;
        int j = 0;

        for (int num = 9; j < num; j++)
        {
            SkillParam skillParam = new SkillParam();
            skillParam.skillIndex = j;
            skillParams.Add(skillParam);
            if (skill_settings != null && Singleton <SkillItemTable> .IsValid())
            {
                SkillSettingsInfo.Element element = skill_settings.elementList[j];
                if (element != null)
                {
                    skillParam.baseInfo        = element.baseInfo;
                    skillParam.useGaugeCounter = element.useGaugeCounter;
                    if (skillParam.baseInfo != null && skillParam.baseInfo.id != 0)
                    {
                        skillParam.tableData = Singleton <SkillItemTable> .I.GetSkillItemData((uint)skillParam.baseInfo.id);

                        if (skillParam.tableData != null && skillParam.IsActiveType())
                        {
                            if (weapon_list[j / 3] != null)
                            {
                                EquipItemTable.EquipItemData equipItemData = Singleton <EquipItemTable> .I.GetEquipItemData((uint)weapon_list[j / 3].eId);

                                if (equipItemData != null && !skillParam.tableData.IsEnableEquipType(equipItemData.type))
                                {
                                    continue;
                                }
                            }
                            switch (skillParam.tableData.skillAtkType)
                            {
                            case ELEMENT_TYPE.FIRE:
                                skillParam.atk.fire = (float)(int)skillParam.tableData.skillAtk;
                                break;

                            case ELEMENT_TYPE.WATER:
                                skillParam.atk.water = (float)(int)skillParam.tableData.skillAtk;
                                break;

                            case ELEMENT_TYPE.THUNDER:
                                skillParam.atk.thunder = (float)(int)skillParam.tableData.skillAtk;
                                break;

                            case ELEMENT_TYPE.SOIL:
                                skillParam.atk.soil = (float)(int)skillParam.tableData.skillAtk;
                                break;

                            case ELEMENT_TYPE.LIGHT:
                                skillParam.atk.light = (float)(int)skillParam.tableData.skillAtk;
                                break;

                            case ELEMENT_TYPE.DARK:
                                skillParam.atk.dark = (float)(int)skillParam.tableData.skillAtk;
                                break;

                            default:
                                skillParam.atk.normal = (float)(int)skillParam.tableData.skillAtk;
                                break;
                            }
                            skillParam.atkRate = (float)(int)skillParam.tableData.skillAtkRate * 0.01f;
                            skillParam.healHp  = skillParam.tableData.healHp;
                            for (int k = 0; k < 3; k++)
                            {
                                skillParam.supportValue[k] = skillParam.tableData.supportValue[k];
                                skillParam.supportTime[k]  = skillParam.tableData.supportTime[k];
                            }
                            skillParam.castTimeRate = 0f;
                            skillParam.useGauge     = skillParam.tableData.useGauge;
                            if (Singleton <GrowSkillItemTable> .IsValid())
                            {
                                GrowSkillItemTable.GrowSkillItemData growSkillItemData = Singleton <GrowSkillItemTable> .I.GetGrowSkillItemData(skillParam.tableData.growID, skillParam.baseInfo.level);

                                if (growSkillItemData != null)
                                {
                                    float num2 = (float)growSkillItemData.GetGrowParamSkillAtk(skillParam.tableData.skillAtk);
                                    switch (skillParam.tableData.skillAtkType)
                                    {
                                    case ELEMENT_TYPE.FIRE:
                                        skillParam.atk.fire = num2;
                                        break;

                                    case ELEMENT_TYPE.WATER:
                                        skillParam.atk.water = num2;
                                        break;

                                    case ELEMENT_TYPE.THUNDER:
                                        skillParam.atk.thunder = num2;
                                        break;

                                    case ELEMENT_TYPE.SOIL:
                                        skillParam.atk.soil = num2;
                                        break;

                                    case ELEMENT_TYPE.LIGHT:
                                        skillParam.atk.light = num2;
                                        break;

                                    case ELEMENT_TYPE.DARK:
                                        skillParam.atk.dark = num2;
                                        break;

                                    default:
                                        skillParam.atk.normal = num2;
                                        break;
                                    }
                                    skillParam.atkRate = (float)growSkillItemData.GetGrowParamSkillAtkRate(skillParam.tableData.skillAtkRate) * 0.01f;
                                    skillParam.healHp  = growSkillItemData.GetGrowParamHealHp(skillParam.tableData.healHp);
                                    for (int l = 0; l < 3; l++)
                                    {
                                        skillParam.supportValue[l] = growSkillItemData.GetGrowParamSupprtValue(skillParam.tableData.supportValue, l);
                                        skillParam.supportTime[l]  = growSkillItemData.GetGrowParamSupprtTime(skillParam.tableData.supportTime, l);
                                    }
                                    skillParam.castTimeRate = growSkillItemData.GetGrowParamCastTimeRate();
                                    skillParam.useGauge     = growSkillItemData.GetGrowParamUseGauge(skillParam.tableData.useGauge);
                                }
                            }
                            if (Singleton <ExceedSkillItemTable> .IsValid())
                            {
                                ExceedSkillItemTable.ExceedSkillItemData exceedSkillItemData = Singleton <ExceedSkillItemTable> .I.GetExceedSkillItemData(skillParam.baseInfo.exceedCnt);

                                if (exceedSkillItemData != null)
                                {
                                    skillParam.useGauge = exceedSkillItemData.GetExceedUseGauge(skillParam.useGauge);
                                }
                            }
                            if (MonoBehaviourSingleton <InGameManager> .IsValid() && MonoBehaviourSingleton <InGameManager> .I.HasArenaInfo())
                            {
                                InGameSettingsManager.ArenaParam arenaParam = i2.arenaParam;
                                if ((float)skillParam.baseInfo.exceedCnt < arenaParam.magiSpeedDownRegistSkillExceedLv && i.ContainsArenaCondition(ARENA_CONDITION.RECOVER_MAGI_SPEED_DOWN))
                                {
                                    float num3 = arenaParam.magiSpeedDownRateBase - arenaParam.magiSpeedDownRate * (float)skillParam.baseInfo.exceedCnt;
                                    if (num3 < 0f)
                                    {
                                        num3 = 0f;
                                    }
                                    SkillParam skillParam2 = skillParam;
                                    skillParam2.useGauge = (int)skillParam2.useGauge + Mathf.FloorToInt((float)(int)skillParam.useGauge * num3);
                                }
                                if (i.ContainsArenaCondition(ARENA_CONDITION.RECOVER_MAGI_SPEED_UP))
                                {
                                    SkillParam skillParam3 = skillParam;
                                    skillParam3.useGauge = (int)skillParam3.useGauge - Mathf.FloorToInt((float)(int)skillParam.useGauge * arenaParam.magiSpeedUpBaseRate);
                                }
                            }
                            if (list != null && list.Count > 0)
                            {
                                for (int m = 0; m < list.Count; m++)
                                {
                                    if (list[m] != null && list[m].tableData != null && list[m].tableData.name == skillParam.tableData.name && list[m].bullet != null)
                                    {
                                        skillParam.bullet = list[j].bullet;
                                    }
                                }
                            }
                            skillParam.isValid = true;
                        }
                    }
                }
            }
        }
        arenaConditionList = i.GetArenaConditions();
        if (!arenaConditionList.IsNullOrEmpty())
        {
            for (int n = 0; n < arenaConditionList.Length; n++)
            {
                switch (arenaConditionList[n])
                {
                case ARENA_CONDITION.FORBID_MAGI_ATTACK:
                    isArenaForbidMagiAttack = true;
                    break;

                case ARENA_CONDITION.FORBID_MAGI_SUPPORT:
                    isArenaForbidMagiSupport = true;
                    break;

                case ARENA_CONDITION.FORBID_MAGI_HEAL:
                    isArenaForbidMagiHeal = true;
                    break;
                }
            }
        }
    }
コード例 #17
0
    public static void DownloadUnit(UnitParam unit, JobData[] jobs = null)
    {
        // ISSUE: object of a compiler-generated type is created
        // ISSUE: variable of a compiler-generated type
        DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1ED unitCAnonStorey1Ed = new DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1ED();
        // ISSUE: reference to a compiler-generated field
        unitCAnonStorey1Ed.unit = unit;
        // ISSUE: reference to a compiler-generated field
        if (unitCAnonStorey1Ed.unit == null)
        {
            return;
        }
        // ISSUE: reference to a compiler-generated field
        CharacterDB.Character character = CharacterDB.FindCharacter(unitCAnonStorey1Ed.unit.model);
        if (character == null)
        {
            return;
        }
        GameManager instance = MonoSingleton <GameManager> .Instance;

        // ISSUE: reference to a compiler-generated field
        if (unitCAnonStorey1Ed.unit.jobsets != null)
        {
            // ISSUE: reference to a compiler-generated field
            for (int index = 0; index < unitCAnonStorey1Ed.unit.jobsets.Length; ++index)
            {
                // ISSUE: reference to a compiler-generated field
                for (JobSetParam jobSetParam = instance.GetJobSetParam((string)unitCAnonStorey1Ed.unit.jobsets[index]); jobSetParam != null; jobSetParam = string.IsNullOrEmpty(jobSetParam.jobchange) ? (JobSetParam)null : instance.GetJobSetParam(jobSetParam.jobchange))
                {
                    JobParam jobParam = instance.GetJobParam(jobSetParam.job);
                    // ISSUE: reference to a compiler-generated field
                    SkillParam skillParam = string.IsNullOrEmpty(jobParam.atkskill[0]) ? instance.MasterParam.GetSkillParam(jobParam.atkskill[(int)unitCAnonStorey1Ed.unit.element]) : instance.MasterParam.GetSkillParam(jobParam.atkskill[0]);
                    if (skillParam != null)
                    {
                        SkillSequence sequence = SkillSequence.FindSequence(skillParam.motion);
                        if (sequence != null && !string.IsNullOrEmpty(sequence.SkillAnimation.Name) && index < character.Jobs.Count)
                        {
                            DownloadUtility.PrepareUnitAnimation(character.Jobs[index], sequence.SkillAnimation.Name, false, (JobParam)null);
                        }
                    }
                    DownloadUtility.DownloadJobEquipment(jobParam);
                    ArtifactParam artifactParam = MonoSingleton <GameManager> .GetInstanceDirect().MasterParam.GetArtifactParam(jobParam.artifact);

                    if (artifactParam != null)
                    {
                        DownloadUtility.DownloadArtifact(artifactParam);
                    }
                    int artifactSlotIndex = JobData.GetArtifactSlotIndex(ArtifactTypes.Arms);
                    if (jobs != null)
                    {
                        foreach (JobData job in jobs)
                        {
                            if (job != null)
                            {
                                // ISSUE: object of a compiler-generated type is created
                                // ISSUE: variable of a compiler-generated type
                                DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1EC unitCAnonStorey1Ec = new DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1EC();
                                List <ArtifactData> artifacts = MonoSingleton <GameManager> .GetInstanceDirect().Player.Artifacts;

                                // ISSUE: reference to a compiler-generated field
                                unitCAnonStorey1Ec.uniqId = job.Artifacts[artifactSlotIndex];
                                // ISSUE: reference to a compiler-generated method
                                ArtifactData artifactData = artifacts.Find(new Predicate <ArtifactData>(unitCAnonStorey1Ec.\u003C\u003Em__1B4));
                                if (artifactData != null)
                                {
                                    DownloadUtility.DownloadArtifact(artifactData.ArtifactParam);
                                }
                            }
                        }
                    }
                    else
                    {
                        DownloadUtility.DownloadArtifact(instance.MasterParam.GetArtifactParam(jobParam.artifact));
                    }
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitImage(unitCAnonStorey1Ed.unit, jobSetParam.job));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitImage2(unitCAnonStorey1Ed.unit, jobSetParam.job));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitIconSmall(unitCAnonStorey1Ed.unit, jobSetParam.job));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitIconMedium(unitCAnonStorey1Ed.unit, jobSetParam.job));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitEyeImage(unitCAnonStorey1Ed.unit, jobSetParam.job));
                }
            }
            // ISSUE: reference to a compiler-generated field
            JobSetParam[] changeJobSetParam = instance.GetClassChangeJobSetParam(unitCAnonStorey1Ed.unit.iname);
            if (changeJobSetParam != null && changeJobSetParam.Length > 0)
            {
                for (int index = 0; index < changeJobSetParam.Length; ++index)
                {
                    JobSetParam jobSetParam = changeJobSetParam[index];
                    if (jobSetParam != null)
                    {
                        JobParam      jobParam      = instance.GetJobParam(jobSetParam.job);
                        ArtifactParam artifactParam = MonoSingleton <GameManager> .GetInstanceDirect().MasterParam.GetArtifactParam(jobParam.artifact);

                        if (artifactParam != null)
                        {
                            DownloadUtility.DownloadArtifact(artifactParam);
                        }
                        // ISSUE: reference to a compiler-generated field
                        SkillParam skillParam = string.IsNullOrEmpty(jobParam.atkskill[0]) ? instance.MasterParam.GetSkillParam(jobParam.atkskill[(int)unitCAnonStorey1Ed.unit.element]) : instance.MasterParam.GetSkillParam(jobParam.atkskill[0]);
                        if (skillParam != null)
                        {
                            SkillSequence sequence = SkillSequence.FindSequence(skillParam.motion);
                            if (sequence != null && !string.IsNullOrEmpty(sequence.SkillAnimation.Name))
                            {
                                DownloadUtility.PrepareUnitAnimation(character.Jobs[index], sequence.SkillAnimation.Name, false, (JobParam)null);
                            }
                        }
                    }
                }
            }
        }
        for (int index = 0; index < character.Jobs.Count; ++index)
        {
            CharacterDB.Job job = character.Jobs[index];
            DownloadUtility.PrepareUnitModels(job);
            DownloadUtility.PrepareUnitAnimation(job, "unit_info_idle0", true, (JobParam)null);
            DownloadUtility.PrepareUnitAnimation(job, "unit_info_act0", true, (JobParam)null);
        }
        // ISSUE: reference to a compiler-generated field
        AssetManager.PrepareAssets("CHM/Home_" + unitCAnonStorey1Ed.unit.model + "_walk0");
        // ISSUE: reference to a compiler-generated field
        if (unitCAnonStorey1Ed.unit.skins != null)
        {
            List <ArtifactParam> artifacts = MonoSingleton <GameManager> .GetInstanceDirect().MasterParam.Artifacts;

            // ISSUE: object of a compiler-generated type is created
            // ISSUE: variable of a compiler-generated type
            DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1EE unitCAnonStorey1Ee = new DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1EE();
            // ISSUE: reference to a compiler-generated field
            unitCAnonStorey1Ee.\u003C\u003Ef__ref\u0024493 = unitCAnonStorey1Ed;
            // ISSUE: reference to a compiler-generated field
            // ISSUE: reference to a compiler-generated field
            // ISSUE: reference to a compiler-generated field
            // ISSUE: reference to a compiler-generated field
            for (unitCAnonStorey1Ee.i = 0; unitCAnonStorey1Ee.i < unitCAnonStorey1Ed.unit.skins.Length; ++unitCAnonStorey1Ee.i)
            {
                // ISSUE: reference to a compiler-generated method
                ArtifactParam skin = artifacts.Find(new Predicate <ArtifactParam>(unitCAnonStorey1Ee.\u003C\u003Em__1B5));
                if (skin != null)
                {
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitSkinImage(unitCAnonStorey1Ed.unit, skin, (string)null));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitSkinImage2(unitCAnonStorey1Ed.unit, skin, (string)null));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitSkinIconSmall(unitCAnonStorey1Ed.unit, skin, (string)null));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitSkinIconMedium(unitCAnonStorey1Ed.unit, skin, (string)null));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitSkinEyeImage(unitCAnonStorey1Ed.unit, skin, (string)null));
                }
            }
        }
        // ISSUE: reference to a compiler-generated field
        DownloadUtility.PrepareUnitVoice(unitCAnonStorey1Ed.unit);
    }
コード例 #18
0
ファイル: ISkillLogic.cs プロジェクト: zuojiashun/TaidouARPG
 public virtual void OnActive(int ownerID, SkillParam skillParam)
 {
 }