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"); } } } }
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); }
private BattleDataManage() { instance = this; }