public void SetDemageValue(SkillInfo skillInfo, uint value, bool isContinuous) { _damageBarType = DamageBarType.Damage; if (skillInfo == null || isContinuous)//持续掉血 { grayNumberText.gameObject.SetActive(false); orangeNumberText.gameObject.SetActive(true); greenNumberText.gameObject.SetActive(false); orangeNumberText.text = value.ToString(); } else { switch (skillInfo.skillData.skillType) { case SkillType.Hit: //普攻 case SkillType.Skill: //技能 case SkillType.Aeon: grayNumberText.gameObject.SetActive(true); orangeNumberText.gameObject.SetActive(false); greenNumberText.gameObject.SetActive(false); grayNumberText.text = value.ToString(); break; default: break; } } }
public void SetTreatValue(uint value) { _damageBarType = DamageBarType.Treat; grayNumberText.gameObject.SetActive(false); orangeNumberText.gameObject.SetActive(false); greenNumberText.gameObject.SetActive(true); greenNumberText.text = "+" + value.ToString(); }
public void SetCriticalValue(uint value) { _damageBarType = DamageBarType.Critical; grayNumberText.gameObject.SetActive(false); orangeNumberText.gameObject.SetActive(true); greenNumberText.gameObject.SetActive(false); orangeNumberText.text = value.ToString(); }
public void SetDodge(SkillInfo skillInfo) { _damageBarType = DamageBarType.Dodge; switch (skillInfo.skillData.skillType) { case SkillType.Hit: //普攻 case SkillType.Skill: //技能 case SkillType.Aeon: grayNumberText.text = Localization.Get("game.fight.miss"); grayNumberText.gameObject.SetActive(true); orangeNumberText.gameObject.SetActive(false); greenNumberText.gameObject.SetActive(false); break; default: break; } }