public void LoadSkill() { if (skill_Effect == null) { return; } if (blCopy) { foreach (LevelAgent pc in targets) { if (pc != null) { EffectDelayPlay edp = FightDefin.LoadSkill(skill_Effect, pc); if (edp != null) { GameObjectUtils.setChildLayer(edp.gameObject, FightDefin.skillLayer); effects.Add(edp); } } } } else { if (targets[0] != null) { EffectDelayPlay edp = FightDefin.LoadSkill(skill_Effect, targets[0]); if (edp != null) { GameObjectUtils.setChildLayer(edp.gameObject, FightDefin.skillLayer); effects.Add(edp); } } } }
/// <summary> /// /// </summary> /// <param name="blKapingKey">是否技能打击的关键目标(决定卡屏结束时间)</param> /// <param name="hurtHP"></param> /// <param name="blJS">true 为技能的最后一击</param> public void OnSkillDamageTaken(int damageValue, Vector3 damagePoint, IAlignmentProvider alignment, bool blJS = false, GameObject hitEffect = null, string targetTag = "") { if (this.isDead) { return; } if (hitEffect != null) { EffectDelayPlay edp = FightDefin.LoadSkill(hitEffect, this, eSkillDirection.orignal, false, false); edp.m_blIgnoreScaleTime = true; } //最后一击 if (blJS && targetTag != "") { // AddHUDText(targetTag, eScoreFlashType.SkillUp); } Damage(damageValue, damagePoint, alignment); }