예제 #1
0
    void ForAllEnemy()
    {
        Dictionary <long, SpriteController> dic = BattleDataManage.GetInstance().dicMonsters;

        foreach (SpriteController con in dic.Values)
        {
            if (isMove)
            {
                continue;
            }

            //技能的伤害判断和处理
            bool inforward = InForward(con.transform, dataVo.attackFanAngle, dataVo.attackFanRange);
            if (inforward)
            {
                int damageValue = dataVo.harm;
                owner.AttackTo(con, damageValue);
                //公共方法显示攻击面板,并且刷新血量
                //Util.CallMethod("FightingPanel", "UpdateHeroHpMp", BattlerDataManager.Instance.SelfPlayer.SpiritVO.CurHp, BattlerDataManager.Instance.SelfPlayer.SpiritVO.CurMp);   //刷新角色血条
                if (BattleDataManage.GetInstance().selfplayer.mAIState == AIState.AIstate.Dead)
                {
                    Debug.Log("Player Dead");
                }
            }
        }
    }
예제 #2
0
    private SpriteController SelfPlayer;//加入房间或者游戏开始将玩家赋值

    /// <summary>
    /// 定义公有方法提供一个全局访问点,同时你也可以定义共有属性来提供全局访问点
    /// </summary>
    /// <returns></returns>
    public static BattleDataManage GetInstance()
    {
        lock (locker)
        {
            if (instance == null)
            {
                instance = new BattleDataManage();
            }
        }
        return(instance);
    }
예제 #3
0
 private BattleDataManage()
 {
     instance = this;
 }