public void OnSkillEnter(int skillID) { if (!_beginIncreaseDamage && skillID >= 0 && !_owner.ACOwner.AIUse.CurrentSkill.SkillModule._isNormalSkill) { if (_chargeCount >= _maxChargeCount) { string skillName = _owner.ACOwner.AIUse.CurrentSkill.SkillModule._skillName; foreach (string sn in _skillIgnore) { if (sn == skillName) { return; } } _owner.ACOwner.AIUse.AddDamageScale += _damageInCrease * _maxChargeCount; _beginIncreaseDamage = true; _chargeCount = 0; if (_battleCharEffect != null) { _battleCharEffect.ShowEffect(_chargeCount); } } } else { OnSkillQuit(skillID); } }
public override void AttackQuit() { base.AttackQuit(); _colliderRangeToStrike.enabled = false; ThisObject.layer = FCConst.LAYER_DEFAULT; _targetList.Clear(); _owner.ACOwner.FireTarget = null; _owner.ACOwner.ACSetAvoidPriority(_owner._bodyMass); _owner.ACOwner.ACShow(); //bolt count is not max, play bad end effect if (_boltCount < _boltMaxCount) { _battleCharEffect.ShowEffect(0); _battleCharEffect.ShowStartEffect(false); _battleCharEffect.ShowSpecialEndEffect(0); } _owner.ClearActionSwitchFlag(FC_ACTION_SWITCH_FLAG.IN_SUPER_SAIYAJIN); }
public void OnSkillEnter(int skillID) { if (!_beginIncreaseDamage && skillID >= 0 && !_owner.ACOwner.AIUse.CurrentSkill.SkillModule._isNormalSkill) { string skillName = _owner.ACOwner.AIUse.CurrentSkill.SkillModule._skillName; if (_skillName != skillName) { foreach (string sn in _skillIgnore) { if (sn == skillName) { return; } } if (!_owner.ACOwner.AIUse.AttackCountAgent.SkillIsCD(_skillName)) { return; } if (_owner.ACOwner.SkillGodDown) { return; } _chargeCount++; _chargeCount = Mathf.Clamp(_chargeCount, 0, _maxChargeCount); if (_chargeCount >= _maxChargeCount) { _owner.ACOwner.SkillGodDownActive = true; } } else { _owner.ACOwner.SkillGodDownActive = false; _beginIncreaseDamage = true; _chargeCount = 0; } if (_battleCharEffect != null) { _battleCharEffect.ShowEffect(_chargeCount); } /////////////////////////////////////////////////////////// //if (_chargeCount >= _maxChargeCount) //{ // string skillName = _owner.ACOwner.AIUse.CurrentSkill.SkillModule._skillName; // foreach (string sn in _skillIgnore) // { // if (sn == skillName) // { // return; // } // } // if (skillName != _skillName) // { // return; // } // _owner.ACOwner.SkillGodDownActive = false; // _beginIncreaseDamage = true; // _chargeCount = 0; // if (_battleCharEffect != null) // { // _battleCharEffect.ShowEffect(_chargeCount); // } //} } else { OnSkillQuit(skillID); } }