//连击技能预约超时,显示为不可点击 public void ShowMaskStartCombo() { if (character.isDead) { return; } switch (Fight.Controller.FightController.instance.fightStatus) { case FightStatus.FloatComboing: if (character.characterInfo.skillInfo1 != null) { if (SkillUtil.AttackableFloat(character.characterInfo.skillInfo1)) { if (skillItemView1.canOrder) { skillItemView1.ShowMask(true); } skillItemView1.ShowFloatParticle(false); } } if (character.characterInfo.skillInfo2 != null) { if (SkillUtil.AttackableFloat(character.characterInfo.skillInfo2)) { if (skillItemView1.canOrder) { skillItemView2.ShowMask(true); } skillItemView2.ShowFloatParticle(false); } } break; case FightStatus.TumbleComboing: if (character.characterInfo.skillInfo1 != null) { if (SkillUtil.AttackableTumble(character.characterInfo.skillInfo1)) { if (skillItemView1.canOrder) { skillItemView1.ShowMask(true); } skillItemView1.ShowTumbleParticle(false); } } if (character.characterInfo.skillInfo2 != null) { if (SkillUtil.AttackableTumble(character.characterInfo.skillInfo2)) { if (skillItemView1.canOrder) { skillItemView2.ShowMask(true); } skillItemView2.ShowTumbleParticle(false); } } break; } }
private void PlayComboSkillEffect(SkillItemView skillItemView, AttackableType attackableType, float duration) { skillItemView.ShowMask(false); switch (attackableType) { case AttackableType.Float: skillItemView.ShowFloatParticle(true); break; case AttackableType.Tumble: skillItemView.ShowTumbleParticle(true); break; } }