public void SetSkillInfo(int skillId, SkillTriggerContent skillTrigger) { this.skillId = skillId; skillTriggerContent = skillTrigger; var horseSkillDefine = ModelComTools.Config.GetHorseSkillByID(this.skillId); this.CDTime = horseSkillDefine.CDTime; this.currTime = CDTime; //设置技能图片 if (horseSkillDefine != null)//马匹技能 { if (horseSkillDefine.Trigger == SkillTriggerContent.Overtake || horseSkillDefine.Trigger == SkillTriggerContent.Hinder) { image_FillSkill.gameObject.SetActive(true); image_FillSkill.fillAmount = 1; image_ProSkill.gameObject.SetActive(false); image_EffectSkill.gameObject.SetActive(false); } } else//骑手技能 { //var humanSkillDefine = ModelComTools.Config.GetHumanSkillByID(this.skillId); //if (humanSkillDefine != null) //{ //} } }
public void Run(SkillTriggerContent isRivals, int state) { MatchModule matchModule = UtilsModuleManager.GetModule(ModuleType.MatchModule) as MatchModule; UIBattleMainComponent uiComponent = matchModule.uIBattleMainComponent; if (uiComponent != null) { uiComponent.ChangeSkillState(isRivals, state); } }
public override void Run(string args) { if (string.IsNullOrEmpty(args)) { return; } string[] argset = args.Split(GLobalConst.REP); if (argset.Length == 2) { int skillTriggerContent_int = int.Parse(argset[0]); SkillTriggerContent skillTriggerContent = (SkillTriggerContent)skillTriggerContent_int; int state = int.Parse(argset[1]); Run(skillTriggerContent, state); } }
public void ChangeSkillState(SkillTriggerContent isRivals, int state) { if (isRivals == SkillTriggerContent.AddSpeed) { opSkillItemComponentList[0].ChangeSkillState(state); } else if (isRivals == SkillTriggerContent.Overtake) { opSkillItemComponentList[1].ChangeSkillState(state); if (state == 0) { opSkillItemComponentList[2].ChangeSkillState(state); } } else if (isRivals == SkillTriggerContent.Hinder) { opSkillItemComponentList[2].ChangeSkillState(state); if (state == 0) { opSkillItemComponentList[1].ChangeSkillState(state); } } }
internal void ChangeSkillState(SkillTriggerContent isRivals, int state) { opSkillComponent.ChangeSkillState(isRivals, state); }