private IEnumerator doCheck() { yield return(new WaitForSeconds(0.1f)); Debug.Log(targetsInRange.Count); for (int i = 0; i < targetsInRange.Count; i++) { NTGBattleUnitController temp = targetsInRange[i] as NTGBattleUnitController; if (temp != null && temp.alive) { ShootBase(temp); effectType = EffectType.PhysicDamage; temp.Hit(owner, this); temp.AddPassive(skillController.pBehaviours[0].passiveName, owner, skillController); temp.AddPassive("Blow", shooter, p: new[] { this.param[1] }); FXHit(temp); } } isFly = true; targetsInRange.Clear(); yield return(new WaitForSeconds(pDuration)); Debug.Log("asdbasd" + pDuration); Release(); }
private IEnumerator deferStun(NTGBattleUnitController target) { yield return(new WaitForSeconds(2.0f)); if (target != null && target.alive) { target.AddPassive("Stun", p: new[] { param[2] }); } }
private IEnumerator doFly() { FXEA(); FXEB(); FXExplode(); //ef.parent = owner.unitUiAnchor; //ef.localPosition = new Vector3(0, -0.36f, 0); //ef.localRotation = Quaternion.identity; collider.enabled = true; yield return(new WaitForSeconds(0.1f)); collider.enabled = false; NTGBattleUnitController t = null; var sqrMinDist = float.MaxValue; foreach (NTGBattleUnitController unit in targetsInRange) { if (unit == lockedTarget) { t = lockedTarget; break; } var sqrDist = (unit.transform.position - transform.position).sqrMagnitude; if (sqrDist < sqrMinDist) { t = unit; sqrMinDist = sqrDist; } } if (t != null) { baseValue = this.param[0] + this.param[1] * owner.level; t.Hit(owner, this); t.AddPassive("Stun", owner, p: new[] { this.param[2] }); FXHit(t, head: true); skillController.StartCD(); } yield return(new WaitForSeconds(2.0f)); Release(); }
private void AddBuff(NTGBattleUnitController unit) { if (unit == null) { return; } foreach (NTGBattlePassiveSkillBehaviour passive in unit.passives) { if (passive.name == pBehaviour.passiveName) { break; } } unit.AddPassive(pBehaviour.passiveName, owner); }
private IEnumerator doTest() { collider.enabled = true; yield return(new WaitForSeconds(0.1f)); if (target != null && target.alive) { target.AddPassive(this.passiveName, shooter, skillController); } //Debug.Log(owner.name + " " + "have run this behaviour" + " " + owner.transform.localPosition.x); ShootBase(owner); baseValue = this.baseValue; effectType = EffectType.MagicDamage; owner.Hit(skillController.owner, this); FXHit(owner); collider.enabled = false; yield return(new WaitForSeconds(0.3f)); Release(); }
public override void PostHitTarget(NTGBattleUnitController target) { target.AddPassive(pBehaviour.passiveName, owner, skillController); }
public override void PostHitTarget(NTGBattleUnitController target) { target.AddPassive("Slow", shooter, p: new[] { this.param[0], this.param[1] }); }