// 执行技能受伤 public void execHurt(ImmeSkillHurtItem item) { Ctx.m_instance.m_logSys.fightLog("[Fight] 开始执行技能被击 execHurt"); LinkEffect effect = null; if (item.bDamage) // 检查是否是伤血 { effect = m_being.effectControl.addLinkEffect(ImmeHurtItemBase.DAMAGE_EFFECTID); // 掉血特效必然播放 effect.addEffectPlayEndHandle(item.onHurtExecEnd); } }
public ImmeHurtItemBase createItem(EImmeHurtType type) { ImmeHurtItemBase ret = null; if (EImmeHurtType.eCommon == type) { ret = new ImmeComHurtItem(type); ret.delayTime = ImmeAttackItemBase.ComAttMoveTime; } else if (EImmeHurtType.eSkill == type) { ret = new ImmeSkillHurtItem(type); ret.delayTime = 1; // 技能攻击延迟时间有技能攻击飞行特效的时间决定,这里赋值一个默认的值 } else if (EImmeHurtType.eDie == type) { ret = new ImmeDieItem(type); } m_hurtList.Add(ret); ret.hurtExecEndDisp.addEventHandle(onOneHurtExecEnd); return(ret); }
// 执行技能受伤 public void execHurt(ImmeSkillHurtItem item) { Ctx.m_instance.m_logSys.fightLog("[Fight] 开始执行技能被击 execHurt"); LinkEffect effect = null; if (item.bDamage)// 检查是否是伤血 { effect = m_being.effectControl.addLinkEffect(ImmeHurtItemBase.DAMAGE_EFFECTID); // 掉血特效必然播放 effect.addEffectPlayEndHandle(item.onHurtExecEnd); } }
public ImmeHurtItemBase createItem(EImmeHurtType type) { ImmeHurtItemBase ret = null; if (EImmeHurtType.eCommon == type) { ret = new ImmeComHurtItem(type); ret.delayTime = ImmeAttackItemBase.ComAttMoveTime; } else if (EImmeHurtType.eSkill == type) { ret = new ImmeSkillHurtItem(type); ret.delayTime = 1; // 技能攻击延迟时间有技能攻击飞行特效的时间决定,这里赋值一个默认的值 } else if (EImmeHurtType.eDie == type) { ret = new ImmeDieItem(type); } m_hurtList.Add(ret); ret.hurtExecEndDisp.addEventHandle(onOneHurtExecEnd); return ret; }