public override void OnOpenIng() { base.OnOpenIng(); //delayStartTimer = 0; //startBattle = false; //startCalcDelay = true; VSAnimSingle.StartAnim(); // property_player = RoleManager.Instance.playerPeople.protoData.PropertyData; //BattleManager.Instance.InitCurExamPropertyData(RoleManager.Instance.playerPeople.protoData.PropertyData); //BattleManager.Instance.InitCurExamPropertyData(RoleManager.Instance.examPropertyData); ////以下为测试数据 //RoleManager.Instance.InitSingleProperty() playerBattleView = PanelManager.Instance.OpenSingle <SingleBattlePeopleView>(trans_playerPos, null, this); enemyBattleView = PanelManager.Instance.OpenSingle <SingleBattlePeopleView>(trans_enemyPos, curEnemy, this); //enemyAttackSpeed = (BattleManager.Instance.GetCurExamPropertyById(PropertyIdType.Speed, property_enemy).PropertyNum / (float)100) * basicAttackSpeed; //playerAttackSpeed= (BattleManager.Instance.GetCurExamPropertyById(PropertyIdType.Speed, property_player).PropertyNum / (float)100) * basicAttackSpeed; trans_gameEnd.gameObject.SetActive(false); BattleStart(); }
/// <summary> /// 攻击 /// </summary> public void Attack(SingleBattlePeopleView singleBattlePeopleView) { if (singleBattlePeopleView == playerBattleView) { BattleManager.Instance.Attack(RoleManager.Instance.playerPeople.protoData.PropertyData, enemyBattleView.singleEnemy.Property); } else { BattleManager.Instance.Attack(enemyBattleView.singleEnemy.Property, RoleManager.Instance.playerPeople.protoData.PropertyData); } }