コード例 #1
0
        public override void DoSkill(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets, int skillInstId)
        {
            List <SkillData> skillDatas = skillDataSon.GetSkillDataList();

            switch (skillDatas[0].m_eSkillSonType)
            {
            case SkillEnum.SkillSonType.SkillRelease:
                ReleaseSkill(skillDataSon, charHandler, targets);
                break;

            case SkillEnum.SkillSonType.CleanBuff:
                CleanBuff(skillDataSon, charHandler, targets);
                break;

            case SkillEnum.SkillSonType.CleanDebuff:
                CleanDebuff(skillDataSon, charHandler, targets);
                break;

            case SkillEnum.SkillSonType.CleanBuffDebuff:
                CleanBuffDebuff(skillDataSon, charHandler, targets);
                break;

            case SkillEnum.SkillSonType.ReviveHero:
                ReviveHero(skillDatas[0], charHandler, targets);
                break;

            default:
                break;
            }
        }
コード例 #2
0
 private void CleanBuffDebuff(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets)
 {
     for (int i = 0; i < targets.Count; ++i)
     {
         targets[i].m_CharTick.CancelAll();
     }
 }
コード例 #3
0
 private void CleanDebuff(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets)
 {
     for (int i = 0; i < targets.Count; ++i)
     {
         targets[i].m_CharTick.CancelByType(SkillEnum.SkillType.Debuff);
     }
 }
コード例 #4
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        private void TypeRandom(CharHandler charHandler, SkillDataSon skillDataSon, List <List <CharHandler> > lists, List <CharHandler> listRet)
        {
            int totalNum = 0;

            for (int i = 0; i < lists.Count; ++i)
            {
                totalNum += lists[i].Count;
            }
            if (totalNum > skillDataSon.m_iCatchNum)
            {
                List <CharHandler> tmpList = new List <CharHandler>();
                AddAllChar(lists, tmpList);
                for (int i = 0; i < skillDataSon.m_iCatchNum; ++i)
                {
                    int index = Random.Range(0, tmpList.Count);
                    listRet.Add(tmpList[index]);
                    tmpList.RemoveAt(index);
                }
            }
            else
            {
                AddAllChar(lists, listRet);
            }

            CharHandler con = GetConcentrate(charHandler, skillDataSon.m_eAimSide);

            if (null != con && !listRet.Contains(con))
            {
                listRet[0] = con;
            }
        }
コード例 #5
0
ファイル: SkillData.cs プロジェクト: ConstTeam/HeroProject
        public SkillEnum.SkillSonType m_eSkillSonType;                  //子技能类型


        public SkillData(int sonSkillId, ConfigRow rowData, SkillDataSon parent)
        {
            m_Parent      = parent;
            m_iSonSkillID = sonSkillId;
            HandleSkillType(rowData);
            SetEffectExpress(rowData.GetValue("EffectExpress"));
        }
コード例 #6
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        private void OnDoSkill(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets, int skillInstId)
        {
            switch (skillDataSon.m_eSkillType)
            {
            case SkillEnum.SkillType.Buff:
            case SkillEnum.SkillType.Debuff:
            case SkillEnum.SkillType.SuperBuff:
            case SkillEnum.SkillType.SuperDebuff:
                _skillBuff.DoSkill(skillDataSon, charHandler, targets, skillInstId);
                break;

            case SkillEnum.SkillType.Property:
                _skillProperty.DoSkill(skillDataSon, charHandler, targets, skillInstId);
                break;

            case SkillEnum.SkillType.Bullet:
                _skillBullet.DoSkill(skillDataSon, charHandler, targets, skillInstId);
                break;

            case SkillEnum.SkillType.Special:
                _skillSpecial.DoSkill(skillDataSon, charHandler, targets, skillInstId);
                break;

            default:
                break;
            }
        }
コード例 #7
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        private void TypeDistanceNear(CharHandler charHandler, SkillDataSon skillDataSon, List <List <CharHandler> > lists, List <CharHandler> listRet)
        {
            CharHandler con = GetConcentrate(charHandler, skillDataSon.m_eAimSide);

            if (null == con)
            {
                for (int i = 0; i < lists.Count; ++i)
                {
                    GetCharNearest(charHandler, 360f, skillDataSon.m_iDistance, lists[i], listRet);
                }
            }
            else
            {
                listRet.Add(con);
            }

            if (listRet.Count > 0)
            {
                charHandler.m_CharSkill.m_vecDistancePos = listRet[0].m_ParentTrans.position;
            }
            else
            {
                charHandler.m_CharSkill.m_vecDistancePos = charHandler.m_ParentTrans.position;
            }
        }
コード例 #8
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        private void TypeHPLeast(CharHandler charHandler, SkillDataSon skillDataSon, List <List <CharHandler> > lists, List <CharHandler> listRet)
        {
            CharHandler con = GetConcentrate(charHandler, skillDataSon.m_eAimSide);

            if (null == con)
            {
                for (int i = 0; i < lists.Count; ++i)
                {
                    for (int j = 0; j < lists[i].Count; ++j)
                    {
                        CharHandler tmpChar = lists[i][j];
                        if (!tmpChar.IsInexistence())
                        {
                            if (0 == listRet.Count)
                            {
                                listRet.Add(lists[i][j]);
                            }
                            else if (tmpChar.m_CharData.CurHP < listRet[0].m_CharData.CurHP)
                            {
                                listRet[0] = tmpChar;
                            }
                        }
                    }
                }
            }
            else
            {
                listRet.Add(con);
            }
        }
コード例 #9
0
 private void ReleaseSkill(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets)
 {
     for (int i = 0; i < targets.Count; ++i)
     {
         targets[i].ReleaseSkill(targets[i].m_CharData.SkillIDs[0]);
     }
 }
コード例 #10
0
ファイル: CharDefence.cs プロジェクト: ConstTeam/HeroProject
        public void BeHit(float hurt, CharHandler srcHandler, SkillDataSon srcSkillDataSon, bool bDirect)
        {
            if (CheckCanBeHit())
            {
                hurt = Mathf.Max(1f, hurt);

                if (_charHandler.m_CharData.Rebound.Value > 0 && bDirect)
                {
                    _BeHit(hurt, srcHandler, srcSkillDataSon, bDirect);
                    Rebound(hurt, srcHandler);
                }
                else if (_charHandler.m_CharData.Absorb.Value > 0)
                {
                    Absorb(hurt, srcHandler);
                }
                else
                {
                    _BeHit(hurt, srcHandler, srcSkillDataSon, bDirect);
                    if (null != srcHandler && srcHandler.m_CharData.AbsorbHP.Value > 0)
                    {
                        AbsorbHP(hurt, srcHandler);
                    }
                }
            }
        }
コード例 #11
0
ファイル: SkillBuff.cs プロジェクト: ConstTeam/HeroProject
 public override void DoSkill(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets, int skillInstId)
 {
     for (int i = 0; i < targets.Count; ++i)
     {
         TickData tickData = new TickData(charHandler, targets[i], skillDataSon, i, skillInstId);
         targets[i].m_CharTick.AddTick(tickData);
     }
 }
コード例 #12
0
ファイル: TickData.cs プロジェクト: ConstTeam/HeroProject
        public TickData(CharHandler charHandler, CharHandler aimCharHandler, SkillDataSon skillDataSon, int aimCharIndex, int skillInstId)
        {
            m_iInstanceID   = ++iTickDataInstanceID;
            _CharHandler    = charHandler;
            _AimCharHandler = aimCharHandler;
            m_SkillDataSon  = skillDataSon;
            m_eBuffType     = skillDataSon.GetSkillDataList()[0].m_eSkillSonType;
            _iAimCharIndex  = aimCharIndex;

            float fTotalSecOri;

            if (float.TryParse(m_SkillDataSon.m_sTimeLong, out fTotalSecOri))
            {
                m_fTotalSec = fTotalSecOri;
            }
            else
            {
                fTotalSecOri = Mathf.Ceil(BattleCalculate.ExcuteFormula(m_SkillDataSon.m_sTimeLong, m_SkillDataSon.m_sTimeMaxLong, charHandler, aimCharHandler));
                m_fTotalSec  = ChangeProperty.RatioCoefficient(fTotalSecOri, skillDataSon.m_Parent.m_eSkillKind, charHandler, aimCharHandler);
            }

            if (skillDataSon.m_bDeliver)
            {
                fTotalSecOri *= aimCharIndex + 1;
            }

            switch (m_eBuffType)
            {
            case SkillEnum.SkillSonType.Stun:
                m_fTotalSec = fTotalSecOri * (1 - aimCharHandler.m_CharData.StunDefRatio);                          //1 - 抗晕
                break;

            case SkillEnum.SkillSonType.SkillForbid:
                m_fTotalSec = fTotalSecOri * (1 - aimCharHandler.m_CharData.ForbidDefRatio);                            //1 - 抗封
                break;

            default:
                m_fTotalSec = fTotalSecOri;
                break;
            }

            if (m_fTotalSec > 0f)
            {
                m_fUnitSec = m_SkillDataSon.m_fTimeUnit;

                if (m_fUnitSec > 0f)
                {
                    m_fTotalSec = m_fTotalSec - m_fTotalSec % m_fUnitSec;
                }
                else
                {
                    m_fUnitSec = m_fTotalSec;
                }

                SetFunction(skillInstId);
            }
        }
コード例 #13
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        protected override List <CharHandler> GetTargets(CharHandler charHandler, SkillDataSon skillDataSon = null, int index = -1)
        {
            List <CharHandler>         ret   = null;
            List <List <CharHandler> > lists = GetTargetsByAimSideType(charHandler, skillDataSon);

            ret = GetTargetsByCatchType(charHandler, skillDataSon, lists, index);
            CheckRate(skillDataSon.m_Parent, charHandler, ref ret);
            return(ret);
        }
コード例 #14
0
ファイル: CharDefence.cs プロジェクト: ConstTeam/HeroProject
        private void HPLosted(float hurt, CharHandler srcHandler, SkillDataSon srcSkillDataSon = null)
        {
            //受击特效
            SetEffect(srcSkillDataSon, _charHandler.m_ParentTrans.position);

            if (_charHandler.m_CharData.CurHP <= 0)
            {
                _charHandler.ToDead();
                if (BattleEnum.Enum_CharType.Monster == _charHandler.m_CharData.m_eType)
                {
                    BattleManager.GetInst().m_CharInScene.AddMPAll(_MPData.m_fAddMPFromMonsterDead);
                }
                else
                {
                    BattleManager.GetInst().m_CharInScene.AddMPAll(_MPData.m_fAddMPFromHeroDead);
                }
            }

            if (BattleEnum.Enum_CharType.Monster == _charHandler.m_CharData.m_eType)
            {
                //击退
                if (null != srcHandler && (null == srcSkillDataSon || srcSkillDataSon.m_Parent.m_bHitBackward))
                {
                    float t = Time.time;
                    if (t - m_fBackwardClock > ApplicationConst.fBackwardCD)
                    {
                        Vector3 dir = (_charHandler.m_ParentTrans.position - srcHandler.m_ParentTrans.position).normalized * 1f;
                        _charHandler.m_ParentTrans.Translate(dir, Space.World);
                        m_fBackwardClock = t;
                    }
                }
            }
            else
            {
                //全局加魔
                _iLoseHpTemp += hurt;
                if (_iLoseHpTemp >= _charHandler.m_CharData.MaxHP * _MPData.m_fHPLosePercent)
                {
                    int mult = Mathf.FloorToInt(_iLoseHpTemp / (_charHandler.m_CharData.MaxHP * _MPData.m_fHPLosePercent));
                    _iLoseHpTemp -= _charHandler.m_CharData.MaxHP * _MPData.m_fHPLosePercent * mult;
                    BattleManager.GetInst().m_CharInScene.AddMPAll(_MPData.m_fAddMPFromHPLose * mult);
                }

                //单人加魔
                _iLoseHpSingleTemp += hurt;
                if (_iLoseHpSingleTemp >= _charHandler.m_CharData.MaxHP * _MPData.m_fHPLosePercentSingle)
                {
                    int mult = Mathf.FloorToInt(_iLoseHpSingleTemp / (_charHandler.m_CharData.MaxHP * _MPData.m_fHPLosePercentSingle));
                    _iLoseHpSingleTemp            -= _charHandler.m_CharData.MaxHP * _MPData.m_fHPLosePercentSingle * mult;
                    _charHandler.m_CharData.CurMP += _MPData.m_fAddMPFromHPLoseSingle * mult;
                }

                //损血Trigger
                BattleManager.GetInst().m_TriggerManager.HPChanged(Mathf.CeilToInt(_charHandler.m_CharData.CurHP * 100 / _charHandler.m_CharData.MaxHP), _charHandler);
            }
        }
コード例 #15
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        private void TypeDistanceFixed(CharHandler charHandler, SkillDataSon skillDataSon, List <List <CharHandler> > lists, List <CharHandler> listRet)
        {
            CharHandler con = GetConcentrate(charHandler, skillDataSon.m_eAimSide);

            if (null != con)
            {
                charHandler.m_ParentTrans.LookAt(con.m_ParentTrans);
            }

            charHandler.m_CharSkill.m_vecDistancePos = charHandler.m_ParentTrans.position + charHandler.m_ParentTrans.forward * skillDataSon.m_iDistance;
        }
コード例 #16
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        private void SetEffect(SkillDataSon skillDataSon, Vector3 pos)
        {
            string recepEffectPath = skillDataSon.m_Parent.m_sBulletPath;

            if (!recepEffectPath.Equals(string.Empty))
            {
                Transform effectTrans = BattleScenePool.GetInst().PopEffect(recepEffectPath);
                effectTrans.position = pos;
                BattleScenePool.GetInst().PushEffect(recepEffectPath, effectTrans, 5);
            }
        }
コード例 #17
0
ファイル: SkillBullet.cs プロジェクト: ConstTeam/HeroProject
        public override void DoSkill(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets, int skillInstId)
        {
            List <SkillData> skillDatas = skillDataSon.GetSkillDataList();

            for (int i = 0; i < targets.Count; ++i)
            {
                CharHandler aimHandler = targets[i];
                BulletBase  bullet     = charHandler.m_CharEffect.GetSkillBulletObj(charHandler.m_CharData.m_iCurSkillID).GetComponent <BulletBase>();
                bullet.Shoot(charHandler, targets[i], () => { ChangeProperty.Change(skillDatas[0], charHandler, aimHandler, 0); });
            }
        }
コード例 #18
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        private List <CharHandler> GetTargetsByCatchType(CharHandler charHandler, SkillDataSon skillDataSon, List <List <CharHandler> > lists, int index = -1)
        {
            _lstTargets.Clear();
            switch (skillDataSon.m_eCatchType)
            {
            case SkillEnum.CatchType.Randoms:
                TypeRandom(charHandler, skillDataSon, lists, _lstTargets);
                break;

            case SkillEnum.CatchType.Friend:
                TypeFriend(charHandler, skillDataSon, lists, _lstTargets);
                break;

            case SkillEnum.CatchType.HPLeast:
                TypeHPLeast(charHandler, skillDataSon, lists, _lstTargets);
                break;

            case SkillEnum.CatchType.Scope:
                TypeScope(charHandler, skillDataSon, lists, _lstTargets);
                break;

            case SkillEnum.CatchType.Rect:
                TypeRect(charHandler, skillDataSon, lists, _lstTargets);
                break;

            case SkillEnum.CatchType.Nearest:
                TypeNearest(charHandler, skillDataSon, lists, _lstTargets);
                break;

            case SkillEnum.CatchType.DistanceNear:
                if (0 == index)
                {
                    TypeDistanceNear(charHandler, skillDataSon, lists, _lstTargets);
                    SetEffect(skillDataSon, charHandler.m_CharSkill.m_vecDistancePos);
                }
                TypeDistance(charHandler, charHandler.m_CharSkill.m_vecDistancePos, skillDataSon, lists, _lstTargets);
                break;

            case SkillEnum.CatchType.DistanceFixed:
                if (0 == index)
                {
                    TypeDistanceFixed(charHandler, skillDataSon, lists, _lstTargets);
                    SetEffect(skillDataSon, charHandler.m_CharSkill.m_vecDistancePos);
                }
                TypeDistance(charHandler, charHandler.m_CharSkill.m_vecDistancePos, skillDataSon, lists, _lstTargets);
                break;

            default:
                AddAllChar(lists, _lstTargets);
                break;
            }
            return(_lstTargets);
        }
コード例 #19
0
        public override void DoSkill(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets, int skillInstId)
        {
            List <SkillData> skillDatas = skillDataSon.GetSkillDataList();

            for (int i = 0; i < targets.Count; ++i)
            {
                for (int j = 0; j < skillDatas.Count; ++j)
                {
                    ChangeProperty.Change(skillDatas[j], charHandler, targets[i], i);
                }
            }
        }
コード例 #20
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        private void TypeRect(CharHandler charHandler, SkillDataSon skillDataSon, List <List <CharHandler> > lists, List <CharHandler> listRet)
        {
            CharHandler con = GetConcentrate(charHandler, skillDataSon.m_eAimSide);

            if (null != con)
            {
                charHandler.m_ParentTrans.LookAt(con.m_ParentTrans);
            }

            for (int i = 0; i < lists.Count; ++i)
            {
                GetCharInRect(charHandler, skillDataSon.m_iA, skillDataSon.m_iB, lists[i], listRet);
            }
        }
コード例 #21
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
 private void TypeFriend(CharHandler charHandler, SkillDataSon skillDataSon, List <List <CharHandler> > lists, List <CharHandler> listRet)
 {
     for (int i = 0; i < lists.Count; ++i)
     {
         for (int j = 0; j < lists[i].Count; ++j)
         {
             CharHandler tmpChar = lists[i][j];
             if (tmpChar != charHandler && !tmpChar.IsInexistence())
             {
                 listRet.Add(lists[i][j]);
             }
         }
     }
 }
コード例 #22
0
ファイル: NormalHit.cs プロジェクト: ConstTeam/HeroProject
        protected override List <CharHandler> GetTargets(CharHandler charHandler, SkillDataSon skillDataSon = null, int index = -1)
        {
            _lstTargets.Clear();
            _lstTargetLists.Clear();
            BattleEnum.Enum_CharSide side = charHandler.m_CharData.GetOppositeSide();
            BattleManager.GetInst().m_CharInScene.GetAllChar(side, _lstTargetLists);

            for (int i = 0; i < _lstTargetLists.Count; ++i)
            {
                GetCharInSector(charHandler, charHandler.m_CharData.m_fAtkRadian, charHandler.m_CharData.m_fAtkRange + 2f, _lstTargetLists[i], _lstTargets);
            }

            return(_lstTargets);
        }
コード例 #23
0
ファイル: CharDefence.cs プロジェクト: ConstTeam/HeroProject
        private void SetEffect(SkillDataSon skillDataSon, Vector3 pos)
        {
            if (null == skillDataSon)
            {
                return;
            }

            string recepEffectPath = skillDataSon.m_ReceptorEffect[0];

            if (!recepEffectPath.Equals(string.Empty))
            {
                Transform effectTrans = BattleScenePool.GetInst().PopEffect(recepEffectPath);
                effectTrans.position = pos;
                BattleScenePool.GetInst().PushEffect(recepEffectPath, effectTrans, 1);
            }
        }
コード例 #24
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        private void TypeNearest(CharHandler charHandler, SkillDataSon skillDataSon, List <List <CharHandler> > lists, List <CharHandler> listRet)
        {
            CharHandler con = GetConcentrate(charHandler, skillDataSon.m_eAimSide);

            if (null == con)
            {
                for (int i = 0; i < lists.Count; ++i)
                {
                    GetCharNearest(charHandler, skillDataSon.m_iA, skillDataSon.m_iB, lists[i], listRet);
                }
            }
            else
            {
                listRet.Add(con);
            }
        }
コード例 #25
0
        protected override List <CharHandler> GetTargets(CharHandler charHandler, SkillDataSon skillDataSon = null, int index = -1)
        {
            List <CharHandler> ret = new List <CharHandler>();

            CharHandler ch = GetConcentrate(charHandler, SkillEnum.AimSide.Aim);

            if (null == ch)
            {
                float dis = 0xffff;
                ch = BattleManager.GetInst().m_CharInScene.GetNearestChar(charHandler, charHandler.m_CharData.GetOppositeSide(), ref dis);

                if (null != ch)
                {
                    ret.Add(ch);
                }
            }
            else
            {
                ret.Add(ch);
            }

            return(ret);
        }
コード例 #26
0
ファイル: CharDefence.cs プロジェクト: ConstTeam/HeroProject
        private void _BeHit(float hurt, CharHandler srcHandler, SkillDataSon srcSkillDataSon, bool bDirect)
        {
            _charHandler.m_CharData.CurHP -= hurt;

            if (bDirect)
            {
                CharHandler        c;
                List <ConnectLine> connectList = BattleManager.GetInst().m_TriggerManager.GetConnectList(_charHandler.m_CharData.m_eSide);
                for (int i = 0; i < connectList.Count; ++i)
                {
                    if (connectList[i].HasChar(_charHandler))
                    {
                        for (int j = 0; j < connectList[i].m_lstCharHandler.Count; ++j)
                        {
                            c = connectList[i].m_lstCharHandler[j];
                            if (c == _charHandler)
                            {
                                continue;
                            }

                            c.BeHit(hurt * connectList[i].m_lstPercent[j], srcHandler, srcSkillDataSon, false);
                        }
                    }
                }
            }

            HPLosted(hurt, srcHandler, srcSkillDataSon);
            if (srcSkillDataSon == null)
            {
                HUDTextMgr.GetInst().NewText(Mathf.FloorToInt(0 - hurt).ToString(), _charHandler, HUDTextMgr.HUDTextType.NormalHit);
            }
            else
            {
                HUDTextMgr.GetInst().NewText(Mathf.FloorToInt(0 - hurt).ToString(), _charHandler, HUDTextMgr.HUDTextType.SkillHit);
            }
        }
コード例 #27
0
ファイル: CharHandler.cs プロジェクト: ConstTeam/HeroProject
 public void BeHit(float hurt, CharHandler srcHandler, SkillDataSon srcSkillDataSon = null, bool bDirect = true)         //bDirect是否是直接伤害(非反弹、连锁、传递之类)
 {
     m_CharDefence.BeHit(hurt, srcHandler, srcSkillDataSon, bDirect);
 }
コード例 #28
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
 private List <CharHandler> GetTargetsByScope(CharHandler charHandler, SkillDataSon skillDataSon, List <List <CharHandler> > lists)
 {
     return(_lstTargets);
 }
コード例 #29
0
ファイル: ISkillType.cs プロジェクト: ConstTeam/HeroProject
 public virtual void DoSkill(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets, int skillInstId = -1)
 {
 }
コード例 #30
0
ファイル: NormalSkill.cs プロジェクト: ConstTeam/HeroProject
        private List <List <CharHandler> > GetTargetsByAimSideType(CharHandler charHandler, SkillDataSon skillDataSon)
        {
            _lstTargetLists.Clear();
            BattleEnum.Enum_CharSide side = SkillEnum.AimSide.Self == skillDataSon.m_eAimSide ? charHandler.m_CharData.m_eSide : charHandler.m_CharData.GetOppositeSide();
            switch (skillDataSon.m_eAimSideType)
            {
            case SkillEnum.AimSideType.All:
                BattleManager.GetInst().m_CharInScene.GetAllChar(side, _lstTargetLists);
                break;

            case SkillEnum.AimSideType.General:
                BattleManager.GetInst().m_CharInScene.GetGeneral(side, _lstTargetLists);
                break;

            case SkillEnum.AimSideType.Official:
                BattleManager.GetInst().m_CharInScene.GetOfficial(side, _lstTargetLists);
                break;

            case SkillEnum.AimSideType.Hero:
                BattleManager.GetInst().m_CharInScene.GetAllHero(side, _lstTargetLists);
                break;

            case SkillEnum.AimSideType.Dead:
                BattleManager.GetInst().m_CharInScene.GetDeadGeneral(side, _lstTargetLists);
                break;

            case SkillEnum.AimSideType.Monster:
                BattleManager.GetInst().m_CharInScene.GetAllMonster(_lstTargetLists);
                break;

            case SkillEnum.AimSideType.Presence:
                BattleManager.GetInst().m_CharInScene.GetPresence(side, _lstTargetLists);
                break;

            case SkillEnum.AimSideType.Self:
                _lstTargetLists.Add(new List <CharHandler>()
                {
                    charHandler
                });
                break;

            default:
                break;
            }
            return(_lstTargetLists);
        }