private void _setHpGauge() { bool flag = false; this._eHitState = new HpHitState[this._eBattleship.get_Count()]; List <ShipModel_Defender> defenders = this._clsTorpedo.GetDefenders(false); for (int i = 0; i < defenders.get_Count(); i++) { DamageModel attackDamage = this._clsTorpedo.GetAttackDamage(defenders.get_Item(i).TmpId); switch (attackDamage.GetHitState()) { case BattleHitStatus.Miss: if (this._eHitState[i] == HpHitState.None) { this._eHitState[i] = HpHitState.Miss; } break; case BattleHitStatus.Normal: if (this._eHitState[i] != HpHitState.Critical) { this._eHitState[i] = HpHitState.Hit; } break; case BattleHitStatus.Clitical: this._eHitState[i] = HpHitState.Critical; break; } BattleHitStatus status; if (this._eHitState[i] == HpHitState.Miss) { status = BattleHitStatus.Miss; } else if (this._eHitState[i] == HpHitState.Critical) { status = BattleHitStatus.Clitical; } else { status = BattleHitStatus.Normal; } this._battleHpGauges.SetGauge(i, false, false, true, false); this._battleHpGauges.SetHp(i, defenders.get_Item(i).MaxHp, defenders.get_Item(i).HpBefore, defenders.get_Item(i).HpAfter, attackDamage.GetDamage(), status, false); if (attackDamage.GetProtectEffect() && !flag) { flag = true; this._isProtect = true; this._rescueCutIn.AddShipList(this._eBattleship.get_Item(0), this._eBattleship.get_Item(i)); } } }
private void _setHpGauge() { BattleCutInCamera cutInCamera = BattleTaskManager.GetBattleCameras().cutInCamera; bool flag = false; _eHpPos = _setHpGaugePosition(_eBattleship.Count); _eHitState = new HpHitState[_eBattleship.Count]; UIPanel uIPanel = Resources.Load <UIPanel>("Prefabs/Battle/UI/UICircleHpPanel"); _uiHpGaugePanel = Util.Instantiate(uIPanel.gameObject, cutInCamera.transform.gameObject).GetComponent <UIPanel>(); for (int i = 0; i < _defenders.Count; i++) { DamageModel attackDamage = _clsShelling.GetAttackDamage(_defenders[i].TmpId); if (attackDamage.GetHitState() == BattleHitStatus.Clitical) { _eHitState[attackDamage.Defender.Index] = HpHitState.Critical; } else if (attackDamage.GetHitState() == BattleHitStatus.Miss) { if (_eHitState[attackDamage.Defender.Index] == HpHitState.None) { _eHitState[attackDamage.Defender.Index] = HpHitState.Miss; } } else if (attackDamage.GetHitState() == BattleHitStatus.Normal && _eHitState[attackDamage.Defender.Index] != HpHitState.Critical) { _eHitState[attackDamage.Defender.Index] = HpHitState.Hit; } BattleHitStatus status = (_eHitState[i] != HpHitState.Miss) ? ((_eHitState[i] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss; _battleHpGauges.SetGauge(i, isFriend: false, isLight: true, isT: false, isNumber: false); _battleHpGauges.SetHp(i, _defenders[i].MaxHp, _defenders[i].HpBefore, _defenders[i].HpAfter, attackDamage.GetDamage(), status, isFriend: false); if (attackDamage.GetProtectEffect() && !flag) { flag = true; _isProtect = true; _rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[i]); } } }
private void _setHpGauge() { bool flag = false; _eHitState = new HpHitState[_eBattleship.Count]; List<ShipModel_Defender> defenders = _clsTorpedo.GetDefenders(is_friend: false); for (int i = 0; i < defenders.Count; i++) { DamageModel attackDamage = _clsTorpedo.GetAttackDamage(defenders[i].TmpId); switch (attackDamage.GetHitState()) { case BattleHitStatus.Normal: if (_eHitState[i] != HpHitState.Critical) { _eHitState[i] = HpHitState.Hit; } break; case BattleHitStatus.Clitical: _eHitState[i] = HpHitState.Critical; break; case BattleHitStatus.Miss: if (_eHitState[i] == HpHitState.None) { _eHitState[i] = HpHitState.Miss; } break; } BattleHitStatus status = (_eHitState[i] != HpHitState.Miss) ? ((_eHitState[i] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss; _battleHpGauges.SetGauge(i, isFriend: false, isLight: false, isT: true, isNumber: false); _battleHpGauges.SetHp(i, defenders[i].MaxHp, defenders[i].HpBefore, defenders[i].HpAfter, attackDamage.GetDamage(), status, isFriend: false); if (attackDamage.GetProtectEffect() && !flag) { flag = true; _isProtect = true; _rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[i]); } } }