/// <summary> /// 选定目标的魔法 /// </summary> public static IEnumerator AcitveSkillMagic_Single(FightUnit attacker, FightUnit target, ActiveSkill skill) { skill.StartCoroutine(skill.DisplaydmgEffect(target)); if (skill.magicDelay.Length > 0) { for (int i = 0; i < skill.magicDelay.Length; i++) { yield return(new WaitForSeconds(skill.magicDelay[i])); if (skill.normalSkill.attackType == (int)SkillType.Hurt) { ActiveSkillDamage(attacker, target, skill); } else { FightCure(attacker, target, skill); } } } else { if (skill.normalSkill.attackType == (int)SkillType.Hurt) { ActiveSkillDamage(attacker, target, skill); } else { FightCure(attacker, target, skill); } } }
/// <summary> /// 非选定目标的魔法播放过程中再进行目标选取 /// </summary> public static IEnumerator AcitveSkillMagic_Whole(FightUnit attacker, FightUnit target, ActiveSkill skill) { skill.StartCoroutine(skill.DisplaydmgEffect(null)); if (skill.magicDelay.Length > 0) { for (int i = 0; i < skill.magicDelay.Length; i++) { yield return(new WaitForSeconds(skill.magicDelay[i])); ActiveSkillSelect(attacker, target, skill); } } else { ActiveSkillSelect(attacker, target, skill); } }