//鼠标点击技能事件 public void SetCd() { //如果技能栏中没有技能 返回 if (GetSkillInfo() == null) { return; } //在冷却时间中,就无法点击到,解除交互 button.interactable = false; tempTime = Time.time; startCd = true; //获取到点击的技能属性 SkillsInfo skillsInfo = GetSkillInfo(); //判断点击到的技能 switch (skillsInfo.applyType.ToString()) { //恢复技能 case "Passive": //effect_AddHP.SetActive(true); goEffect_AddHP = Instantiate(effect_AddHP, playerInfo.gameObject.transform.position, Quaternion.identity); goEffect_AddHP.transform.SetParent(playerInfo.gameObject.transform); goEffect_AddHP.SetActive(true); playerInfo.AddHPOrMP(skillsInfo.applyValue, skillsInfo.mp); break; //增益技能 case "Buff": // effect_Buff.SetActive(true); goEffect_Buff = Instantiate(effect_Buff, new Vector3(playerInfo.transform.position.x, playerInfo.gameObject.transform.position.y + 5, playerInfo.gameObject.transform.position.z), Quaternion.identity); //go.transform.SetParent(playerInfo.gameObject.transform); goEffect_Buff.SetActive(true); playerInfo.AddAttackOrmoveSpeed(skillsInfo.applyValue, skillsInfo.applyValue, skillsInfo.mp); break; //单体攻击技能 case "SingleTarget": bool isSkillAttack = playerAttack.SkillAttack(); if (isSkillAttack) { //产生伤害 playerAttack.normal_target.GetComponent <SmallEnemy>().TakeDamage(skillsInfo.applyValue); } break; //大范围技能 case "MultiTarget": playerAttack.BigSkillAttack(); break; } // Debug.Log(skillsInfo.coldTime); StartCoroutine(StartCD(1.5f, skillsInfo.applyValue, skillsInfo.applyValue)); }