/// <summary> /// 战斗单位动作的顺序是,移动->攻击 /// </summary> /// <param name="heroActions"></param> /// <returns></returns> public HeroActionState BattleAction() { //恢复能量 RecoverEnergy(); //冷静 if (battleBehaviourSystem != null) { battleBehaviourSystem.RageLevelCooldown(); } //手动 if (battleUnitAttribute.manualOperation) { return(ManualAction()); } //自动 else { return(AutoAction()); } }
/// <summary> /// 战斗单位动作的顺序是,移动->攻击 /// </summary> /// <param name="heroActions"></param> /// <returns></returns> public HeroActionState BattleAction() { BattleUnitAction battleUnitAction = BattleUnitAction.Create(this); battleField.AppendBattleAction(battleUnitAction); //恢复能量 RecoverEnergy(battleUnitAction); //冷静 battleBehaviourSystem.RageLevelCooldown(); //手动 if (battleUnitAttribute.manualOperation) { return(ManualAction(battleUnitAction)); } //自动 else { return(AutoAction(battleUnitAction)); } }