/// <summary> /// 状态造成的伤害计算 /// </summary> /// <param name="source"></param> /// <param name="target"></param> /// <returns></returns> public override int dmgCaused(BattleRoleData source, BattleRoleData target) { int basicVal; if (!UseSourceAToDmg) { basicVal = ExtraDmg.DATA; if (ExtraDmg.dataTag == NumberData.DataType.percent) { basicVal = (int)(target.HpController.MaxHp * ExtraDmg.DECIMAL); } } else { float _decimal = AllRandomSetClass.SimplePercentToDecimal(UsePercent); float val = 0; if (stateKind == SkillKind.Elemental) { val = source.ThisBasicRoleProperty()._role.at *_decimal; } else if (stateKind == SkillKind.Physical) { val = source.ThisBasicRoleProperty()._role.mt *_decimal; } else if (stateKind == SkillKind.Arcane) { val = (source.ThisBasicRoleProperty()._role.mt + source.ThisBasicRoleProperty()._role.at) * _decimal; } basicVal = (int)val; } return(basicVal); }
public int valCaused(BattleRoleData source, BattleRoleData target, SkillKind kind) { int B = 0; NumberData d = physicalND; AttributeData atb = AttributeData.AT; if (kind == SkillKind.Elemental) { atb = AttributeData.MT; d = elementalND; } else if (kind == SkillKind.Physical) { atb = AttributeData.AT; d = physicalND; } else if (kind == SkillKind.Arcane) { d = arcaneND; } if (physicalND.dataTag == NumberData.DataType.percent) { for (int i = 0; i < SkillGrade; i++) { d.DATA += 10; } HSkilInfo hsi = GetComponent <HSkilInfo>(); if (hsi && hsi.UseAppointedAtb) { atb = hsi.Atb; } else { if (kind == SkillKind.Arcane) { B = (int)((source.ThisBasicRoleProperty().ReadRA(AttributeData.MT) + source.ThisBasicRoleProperty().ReadRA(AttributeData.AT)) / 2 * d.DECIMAL); } } B = (int)(source.ThisBasicRoleProperty().ReadRA(atb) * d.DECIMAL); } else { B = physicalND.DATA; } if (HSModifity) { B = HSModifity.AllResult(source, target, kind, SkillGrade); } B = ValChangedByCharacterType(source, target, B); return(B); }
public static int AddTpAfterSkill(SDConstants.AddMpTpType addType , BattleRoleData source) { if (source._Tag != SDConstants.CharacterType.Hero) { return(0); } GDEHeroData hero = SDDataManager.Instance.getHeroByHashcode(source.unitHashcode); HeroInfo info = SDDataManager.Instance.getHeroInfoById(source.UnitId); int baseTp = info.RAL.Tp + hero.RoleAttritubeList.AD_List[(int)AttributeData.Tp]; int currentTp = source.ThisBasicRoleProperty().RoleBasicRA.Tp; // float upRate0 = currentTp * 1f / baseTp; float upRate1 = 1; if (addType == SDConstants.AddMpTpType.PreferMp || addType == SDConstants.AddMpTpType.PreferBoth) { upRate1 = 1.5f; } else if (addType == SDConstants.AddMpTpType.LowMp || addType == SDConstants.AddMpTpType.LowBoth) { upRate1 = 0.5f; } else if (addType == SDConstants.AddMpTpType.YearnMp || addType == SDConstants.AddMpTpType.YearnBoth) { upRate1 = 2f; } return((int)(SDConstants.SkillAddMinMp * upRate0 * upRate1)); }
public void initThisPanel(BattleRoleData unit) { NameString = unit.ThisBasicRoleProperty().Name; if (!unit.IsEnemy) { RaceString = heroRace((int)unit.HeroProperty._hero._heroRace); CareerString = heroCareer((int)unit.HeroProperty._hero._heroJob); if (unit.HeroProperty._hero.nameBeforeId != 0) { NameBeforeString = nameBeforeReturn(unit.HeroProperty._hero.nameBeforeId); } } else { RaceString = enemyRace((int)unit.EnemyProperty._enemy.race); CareerString = enemyCareer((int)unit.EnemyProperty._enemy._job); } string all = ""; all += NameBeforeString != null?"<size=10><i>" + NameBeforeString + "</i></size></n>" : "<size=10> </size></n>"; all += "<size=20>" + NameString + "</size></n>"; all += CareerString != null ? CareerString : ""; all += CareerString != null && RaceString != null ? "·" : "" + (RaceString != null ? RaceString : "</n>"); all += DetailString; TEXT.text = all; }
public bool StatePossibility(SkillFunction HS, BattleRoleData source, BattleRoleData target) { if (AllRandomSetClass.PercentIdentify(StatePossibilityBuff)) { if (HS.ThisSkillAim == SkillAim.Self) { Success = true; return(Success); } if (HS.ThisSkillAim == SkillAim.Friend) { Success = true; return(Success); } } float rate = AllRandomSetClass.SimplePercentToDecimal (StatePossibilityBuff - target.ThisBasicRoleProperty().ReadRA(stateTag)); rate = Mathf.Clamp(rate, 0.05f, 0.95f); if (UnityEngine.Random.Range(0, 1f) < rate) { Success = true; return(Success); } Success = false; return(Success); }
/// <summary> /// 状态造成的属性影响计算 /// </summary> /// <param name="source"></param> /// <param name="target"></param> /// <returns></returns> public override RoleAttributeList ralCaused(BattleRoleData source, BattleRoleData target) { RoleAttributeList ral = new RoleAttributeList(); //RoleAttributeList sourceRal = source.ThisBasicRoleProperty()._role.ThisRoleAttributes.Clone; RoleAttributeList targetRal = source.ThisBasicRoleProperty()._role.ThisRoleAttributes.Clone; for (int i = 0; i < AllChangesInRAL.Count; i++) { ChangeInRAL c = AllChangesInRAL[i]; int d = c.ChangeData.DATA; if (!c.IsForRD) { if (c.UseDataType == ChangeInRAL.DataOrigin.normal) { if (c.ChangeData.dataTag == NumberData.DataType.percent) { d = (int)(targetRal.read(c.ADTag) * c.ChangeData.DECIMAL); } } else if (c.UseDataType == ChangeInRAL.DataOrigin.otherAtb) { int ori = targetRal.read(c.OtherAtb); d = (int)(ori * AllRandomSetClass.SimplePercentToDecimal(c.UsePercent)); } else if (c.UseDataType == ChangeInRAL.DataOrigin.armor) { RoleAttributeList _ral = getRALFromEquip(c.UsePos, source, target).Clone; d = _ral.read(c.ADTag); } ral.Add(d, c.ADTag); } else { if (c.UseDataType == ChangeInRAL.DataOrigin.normal) { if (c.ChangeData.dataTag == NumberData.DataType.percent) { d = (int)(targetRal.read(c.STag) * c.ChangeData.DECIMAL); } } else if (c.UseDataType == ChangeInRAL.DataOrigin.otherAtb) { int ori = targetRal.read(c.OtherAtb); d = (int)(ori * AllRandomSetClass.SimplePercentToDecimal(c.UsePercent)); } else if (c.UseDataType == ChangeInRAL.DataOrigin.armor) { RoleAttributeList _ral = getRALFromEquip(c.UsePos, source, target).Clone; d = _ral.read(c.STag); } ral.Add(d, c.STag); } } return(ral); }
public IEnumerator IERefreshState() { yield return(new WaitForSeconds(0.5f)); maxTp = _unit.ThisBasicRoleProperty()._role.ReadCurrentRoleRA((int)AttributeData.Tp); currentTp = 0; TpText.text = "" + currentTp; checkTpFull(); }
public IEnumerator IEStartSkill(BattleRoleData source, BattleRoleData target, NumberData _val) { source.playMoveTowardAnimation(target.unit_model.position); yield return(new WaitForSeconds(moveTowardAndBackTime)); // source.unit_character_model.CurrentCharacterModel.ChangeModelAnim (source.unit_character_model.CurrentCharacterModel.anim_attack, false); SLEffectManager.Instance.playCommonEffectSlash(target.transform.position); yield return(new WaitForSeconds(SDConstants.AnimTime_ATTACK - hitTime)); // float r = 0; if (_val.dataTag == NumberData.DataType.integer) { r = AllRandomSetClass.SimplePercentToDecimal(_val.DATA); } else { r = _val.DECIMAL; } //目标敌人级别越高成功率越低 int level = target.ThisBasicRoleProperty().LEVEL; for (int i = 0; i < level; i++) { r *= 0.8f; } // if (UnityEngine.Random.Range(0, 1) < r)//捕获成功 { SDDataManager.Instance.AddSlave(target.ThisBasicRoleProperty().ID); target.HpController.FadeAndDisappear(); } source.unit_character_model.CurrentCharacterModel.ChangeModelAnim (source.unit_character_model.CurrentCharacterModel.anim_idle, true); source.playMoveBackAnimation(); yield return(new WaitForSeconds(moveTowardAndBackTime)); StartCoroutine(IEWaitForEnd(source)); }
public int PDUsingRA_PerSkillGrade; //% #endregion public int UsingRAShow(BattleRoleData source, AttributeData tag, int LEVEL, int SkillGrade) { int bc1 = (int)(AllRandomSetClass.SimplePercentToDecimal(BCPerformDataUsingRA + PDUsingRA_PerSkillGrade * SkillGrade + PDUsingRA_PerLevel * LEVEL) * source.ThisBasicRoleProperty().ReadRA(tag));//计算受source属性影响值 return(bc1); }
public void BuildThisStatusVision(BattleRoleData unit, HP_Controller hpC) { heroUnit = unit; HpC = hpC; heroNameText.text = heroUnit.ThisBasicRoleProperty().Name; RefreshHeroStatus(); }
public int ValCaused(BattleRoleData source, BattleRoleData target) { HSExportDmgModifity S = GetComponent <HSExportDmgModifity>(); if (S) { //int level = source.ThisBasicRoleProperty().LEVEL; return(S.AllResult(source, target, AttributeData.MT, SkillGrade)); } return(source.ThisBasicRoleProperty().ReadRA(AttributeData.MT)); }
public void RefreshUnitSpeeds(List <BattleRoleData> allUnits) { for (int i = 0; i < allUnits.Count; i++) { BattleRoleData BUnit = allUnits[i]; //if(!BUnit.IsDead) int speed = BUnit.ThisBasicRoleProperty()._role.speed; standardSpeedArray[i] = speed; } BuildABMoveSpeed(allActionUnits); }
public IEnumerator IEStartSkill(BattleRoleData source, BattleRoleData target) { source.playMoveTowardAnimation(target.unit_model.position); yield return(new WaitForSeconds(moveTowardAndBackTime)); source.unit_character_model.CurrentCharacterModel.ChangeModelAnim (source.unit_character_model.CurrentCharacterModel.anim_attack, false); SLEffectManager.Instance.playCommonEffectSlash(target.transform.position); yield return(new WaitForSeconds(SDConstants.AnimTime_ATTACK - hitTime)); int damage = dmgCaused(source, target); #region 计算技能状态 source.SkillCheck(this, target); IsCausedCritDmg = source.CritHappen; IsCausedMiss = !source.AccurHappen; IsCausedFault = source.FaultHappen; if (IsCausedCritDmg) { float criD = AllRandomSetClass.SimplePercentToDecimal (source.ThisBasicRoleProperty().CRIDmg + 100); damage = (int)(damage * criD); } int NowExpect = (int)(UnityEngine.Random.Range(-1f, 1f) * source.ExpectResult); #endregion damage += NowExpect; #region 输技能状态 target.HpController.isCriDmg = IsCausedCritDmg; target.HpController.isEvoHappen = IsCausedMiss; target.HpController.isFault = IsCausedFault; #endregion damage = (int)(damage * AllRandomSetClass.SimplePercentToDecimal(100 + target.PhysModify)); Debug.Log(source.name + " slash cause " + damage + " damage to " + target.name); target.HpController.getDamage(damage, SkillKind.Physical); yield return(new WaitForSeconds(hitTime)); //yield return new WaitForSeconds(skillLastTime); source.unit_character_model.CurrentCharacterModel.ChangeModelAnim (source.unit_character_model.CurrentCharacterModel.anim_idle, true); source.playMoveBackAnimation(); yield return(new WaitForSeconds(moveTowardAndBackTime)); StartCoroutine(IEWaitForEnd(source)); }
public void refreshBtnState() { Debug.Log("Refresh This SKill:" + this.name + " State"); bool btnEnable = true; #region 该技能存在使用次数限制 if (SkillFiniteTimes > 0) { if (SFT_CurrentTimes >= SkillFiniteTimes) { btnEnable = false; } //显示当前剩余次数 } #endregion BattleRoleData Unit = BM._currentBattleUnit; OneRoleClassData R = Unit.ThisBasicRoleProperty()._role; RoleBarChart CurrentBC = R.ReadAllMaxSSD; #region 该技能消耗超过角色现有量 bool flag = CheckIfCanConsume(Unit); if (!flag) { btnEnable = false; } #endregion #region 角色状态影响技能 if (Unit.checkPerState(StateTag.Hush)) { if (this is NormalAttack) { btnEnable = true; } else { btnEnable = false; } } #endregion SkillDisable = !btnEnable; if (!btnEnable)//显示技能是否可以继续使用 { _btn.interactable = false; } else { _btn.interactable = true; } }
public IEnumerator IEStartSkill(BattleRoleData source, BattleRoleData target, NumberData _val, bool useSpecial = false) { source.unit_character_model.CurrentCharacterModel.ChangeModelAnim (source.unit_character_model.CurrentCharacterModel.anim_cast, false); SLEffectManager.Instance.playCommonEffectCast(source.transform.position); yield return(new WaitForSeconds(castLastTime)); int val = _val.DATA; if (_val.dataTag == NumberData.DataType.percent) { val = (int)(target.HpController.MaxHp * _val.DECIMAL); } if (useSpecial) { #region 计算技能状态 source.SkillCheck(this, target); IsCausedCritDmg = source.CritHappen; IsCausedMiss = !source.AccurHappen; IsCausedFault = source.FaultHappen; float criD = 1; if (IsCausedCritDmg) { criD = AllRandomSetClass.SimplePercentToDecimal (source.ThisBasicRoleProperty().CRIDmg + 100); } int NowExpect = (int)(UnityEngine.Random.Range(-1f, 1f) * source.ExpectResult); #endregion val = (int)(val * criD); val += NowExpect; #region 输技能状态 target.HpController.isCriDmg = IsCausedCritDmg; target.HpController.isEvoHappen = IsCausedMiss; target.HpController.isFault = IsCausedFault; #endregion } SLEffectManager.Instance.playCommonEffectLocalBarChartAdd(target.transform.position); yield return(new WaitForSeconds(effectLastTime)); Debug.Log(source.name + " heal cause " + val + " to " + target.name); target.HpController.addHp(val); yield return(new WaitForSeconds(skillLastTime)); StartCoroutine(IEWaitForShortEnd(source)); }
public bool StatePossibility(BattleRoleData target) { if (AimAtSelf) { Success = AllRandomSetClass.PercentIdentify(StatePossibilityBuff); return(Success); } float rate = AllRandomSetClass.SimplePercentToDecimal (StatePossibilityBuff - target.ThisBasicRoleProperty().ReadRA(stateTag)); rate = Mathf.Clamp(rate, 0.05f, 0.95f); if (UnityEngine.Random.Range(0, 1f) < rate) { Success = true; } return(Success); }
public virtual int dmgCaused(BattleRoleData source, BattleRoleData target) { SkillKind kind = SkillKind.Physical; AttributeData Atb = AttributeData.AT; HSkilInfo hsi = GetComponent <HSkilInfo>(); if (hsi) { kind = hsi.kind; if (hsi.UseAppointedAtb) { Atb = hsi.Atb; } else { if (kind == SkillKind.Physical) { Atb = AttributeData.AT; } else if (kind == SkillKind.Elemental) { Atb = AttributeData.MT; } else if (kind == SkillKind.Arcane) { Atb = AttributeData.MT; } } } int atk = source.ThisBasicRoleProperty().ReadRA(Atb); if (atk <= 0) { atk = SDConstants.MinDamageCount; } HSExportDmgModifity S = HSModifity; if (S) { atk = S.AllResult(source, target, kind, SkillGrade); } atk = ValChangedByCharacterType(source, target, atk); return(atk); }
public bool AccurHappen;//精准·闪避-判定成功 public void CheckThisSkillCauseAccur(SkillFunction _skill, BattleRoleData _targetUnit) { if (_targetUnit.IsEnemy == IsEnemy) { AccurHappen = true; } else { BasicRoleProperty _target = _targetUnit.ThisBasicRoleProperty(); int baseA = ThisBasicRoleProperty().ReadRA(AttributeData.Accur); int realA = (int)(baseA * AllRandomSetClass.SimplePercentToDecimal(_skill.AccuracyR + 100)); int Evo = _target.ReadRA(AttributeData.Evo); float Rate = AdolescentSet.AccurFunction(realA, Evo); float t = UnityEngine.Random.Range(0, 1f); bool _IsAccur = t < Rate; AccurHappen = _IsAccur; Debug.Log("精准度计算:" + _IsAccur + " || " + t + " " + Rate + "--evo:" + Evo + "--accur:" + realA + "--baseAccur:" + baseA + "--skillAccuracyR:" + _skill.AccuracyR); } }
public IEnumerator IEStartSkill(BattleRoleData source, BattleRoleData target, int dmgVal) { source.unit_character_model.CurrentCharacterModel.ChangeModelAnim (source.unit_character_model.CurrentCharacterModel.anim_cast, false); SLEffectManager.Instance.playCommonEffectCast(source.transform.position); yield return(new WaitForSeconds(castLastTime)); source.playBulletCastAnimation(bullet, source.unit_model.position, target.unit_model.position); yield return(new WaitForSeconds(bulletLastTime)); #region 计算技能状态 source.SkillCheck(this, target); IsCausedCritDmg = source.CritHappen; IsCausedMiss = !source.AccurHappen; IsCausedFault = source.FaultHappen; float criD = 1; if (IsCausedCritDmg) { criD = AllRandomSetClass.SimplePercentToDecimal (source.ThisBasicRoleProperty().CRIDmg + 100); } int NowExpect = (int)(UnityEngine.Random.Range(-1f, 1f) * source.ExpectResult); #endregion dmgVal = (int)(dmgVal * criD); dmgVal += NowExpect; Debug.Log(source.name + "shoot cause" + dmgVal + " damage to " + target.name); //source.unit_character_model.CurrentCharacterModel.ChangeModelAnim(SDConstants.AnimName_IDLE, true); #region 输技能状态 target.HpController.isCriDmg = IsCausedCritDmg; target.HpController.isEvoHappen = IsCausedMiss; target.HpController.isFault = IsCausedFault; #endregion dmgVal = (int)(dmgVal * AllRandomSetClass.SimplePercentToDecimal(100 + target.PhysModify)); target.HpController.getDamage(dmgVal, _skillKind); yield return(new WaitForSeconds(skillLastTime)); StartCoroutine(IEWaitForEnd(source)); }
public bool CheckIfCanConsume(BattleRoleData source) { if (IsOmega) { if (source.MpController.currentMp < source.MpController.maxMp) { Debug.Log("无法消耗足量法力"); return(false); } } else { int bc = BCCostPerTime + BCCostPerLevel * source.ThisBasicRoleProperty().LEVEL + BCCostPerSkillGrade * skillgrade + (int)(BCCostUsingPercent * source.MpController.maxMp * 0.01f); if (source.MpController.currentMp < bc && bc > 0) { Debug.Log("无法消耗足量法力"); return(false); } } Debug.Log("技能消耗符合条件"); return(true); }
/// <summary> /// 技能消耗 /// </summary> /// <param name="source"></param> /// <param name="target"></param> public virtual void CalculateBeforeFunction(BattleRoleData source, BattleRoleData target) { int BC = BCCostPerTime; BC += BCCostPerLevel * source.ThisBasicRoleProperty().LEVEL; BC += BCCostPerSkillGrade * skillgrade; BC += (int)(BCCostUsingPercent * source.MpController.maxMp * 0.01f); // if (IsOmega) { BC = source.MpController.maxMp; } // source.MpController.consumeMp(BC); // if (GetComponent <HSkilInfo>()) { UseSkillAddMpTp(source, GetComponent <HSkilInfo>().AfterwardsAddType); } else { UseSkillAddMpTp(source, SDConstants.AddMpTpType.PreferMp); } }
//关卡开始时初始化所有行动单元,赋予速度 public void initAction(List <BattleRoleData> allUnits) { stopAction(); foreach (Transform t in actionUnitParent) { Destroy(t.gameObject); } // standardSpeedArray = new int[allUnits.Count]; allActionUnits = new List <ActionRoleData>(); for (int i = 0; i < allUnits.Count; i++) { BattleRoleData BUnit = allUnits[i]; Transform actionUnit = Instantiate(actionUnitPrefab) as Transform; actionUnit.SetParent(actionUnitParent); actionUnit.GetComponent <ActionRoleData>().nameText.text = BUnit.name; ActionRoleData unit = actionUnit.GetComponent <ActionRoleData>(); // int speed = BUnit.ThisBasicRoleProperty()._role.ReadCurrentRoleRA(AttributeData.Speed); standardSpeedArray[i] = speed; unit.speed = speed; // //actionUnit.GetComponent<Canvas>().sortingOrder = i; if (BUnit._Tag == SDConstants.CharacterType.Enemy) { actionUnit.position = startEnemyPos.position; unit.isEnemy = true; if (BUnit.IsBoss) { unit.headImage.initCharacterModelById (BUnit.UnitId, SDConstants.CharacterAnimType.Enemy, 0.15f, true); } else { unit.headImage.initCharacterModelById (BUnit.UnitId, SDConstants.CharacterAnimType.Enemy, 0.3f, true); } } else { actionUnit.position = startHeroPos.position; unit.isEnemy = false; int hashcode = BUnit.unitHashcode; string heroId = SDDataManager.Instance.getHeroIdByHashcode(hashcode); SDConstants.CharacterAnimType type = (SDConstants.CharacterAnimType) (SDDataManager.Instance.getHeroCareerById(heroId)); //unit.headImage.initCharacterModel(hashcode, type, 3f); } actionUnit.localScale = Vector3.one; if (BUnit.ReadThisStateEnable(StateTag.Dizzy)) { unit.stateBgImage.sprite = unit.stateSprites[1]; } else { unit.stateBgImage.sprite = unit.stateSprites[0]; } unit.battleUnit = BUnit; unit.isActed = false; allActionUnits.Add(unit); if (BUnit.IsDead) { actionUnit.gameObject.SetActive(false); } } BuildABMoveSpeed(allActionUnits); //BM.NextActionUnit(); startAction(); }
public IEnumerator IEStartSkill(BattleRoleData source, BattleRoleData target , int physicalVal, int elementalVal, int arcaneVal) { source.unit_character_model.CurrentCharacterModel.ChangeModelAnim (source.unit_character_model.CurrentCharacterModel.anim_cast, false); SLEffectManager.Instance.playCommonEffectCast(source.transform.position); yield return(new WaitForSeconds(castLastTime)); source.playBulletCastAnimation(bullet, source.unit_model.position, target.unit_model.position); yield return(new WaitForSeconds(bulletLastTime)); int d0 = physicalVal; int d1 = elementalVal; int d2 = arcaneVal; #region 计算技能状态 source.SkillCheck(this, target); IsCausedCritDmg = source.CritHappen; IsCausedMiss = !source.AccurHappen; IsCausedFault = source.FaultHappen; if (IsCausedCritDmg) { float criD = AllRandomSetClass.SimplePercentToDecimal (source.ThisBasicRoleProperty().CRIDmg + 100); d0 = (int)(d0 * criD); d1 = (int)(d1 * criD); d2 = (int)(d2 * criD); } #endregion #region Expect int NowExpect = (int)(UnityEngine.Random.Range(-1f, 1f) * source.ExpectResult); d0 += NowExpect; NowExpect = (int)(UnityEngine.Random.Range(-1f, 1f) * source.ExpectResult); d1 += NowExpect; NowExpect = (int)(UnityEngine.Random.Range(-1f, 1f) * source.ExpectResult); d2 += NowExpect; #endregion #region 输技能状态 target.HpController.isCriDmg = IsCausedCritDmg; target.HpController.isEvoHappen = IsCausedMiss; target.HpController.isFault = IsCausedFault; #endregion float DECIMAL = AllRandomSetClass.SimplePercentToDecimal(100 + target.PhysModify); d0 = (int)(d0 * DECIMAL); d1 = (int)(d1 * DECIMAL); d2 = (int)(d2 * DECIMAL); Debug.Log(source.name + " slash cause " + d0 + " physical damage " + d1 + " elemental damage " + d2 + " arcane damage" + " to " + target.name); target.HpController.getDamage(d0, SkillKind.Physical); target.HpController.getDamage(d1, SkillKind.Elemental); target.HpController.getDamage(d2, SkillKind.Arcane); yield return(new WaitForSeconds(skillLastTime)); StartCoroutine(IEWaitForEnd(source)); }
public int AllResult(BattleRoleData source, BattleRoleData target, AttributeData tag, int SkillGrade) { int LEVEL = source.ThisBasicRoleProperty().LEVEL; return(UsingRAShow(source, tag, LEVEL, SkillGrade)); }
public void initHpPanel() { if (_characterType == SDConstants.CharacterType.Hero) { ShowHpStatus = true; } else { ShowHpStatus = false; if (ShowHpStatus || SDGameManager.Instance.showEnemyState) { ShowHpStatus = true; } if (_unit.ThisBasicRoleProperty().ForceShield > 0) { foreShieldImg.transform.localScale = Vector3.one; } else { foreShieldImg.transform.localScale = Vector3.zero; } } reFreshState(); }