public virtual AttackInfo AttackTarget(SkillAttackDamage atkAttackDamage, CharacterEntity targetEntity = null) { if (targetEntity == null) { targetEntity = selfOnly.ActionTarget; } return(selfOnly.Attack(targetEntity, atkAttackDamage.GetPAtkDamageRate(), atkAttackDamage.GetMAtkDamageRate(), atkAttackDamage.hitCount, (int)atkAttackDamage.GetFixDamage())); }
/// <summary> /// 直接攻击目标,不需要移动过去 /// </summary> /// <param name="atkAttackDamage"></param> /// <param name="targetEntity"></param> /// <returns></returns> public virtual IEnumerator PatkImmediate(SkillAttackDamage atkAttackDamage, CharacterEntity targetEntity = null) { if (targetEntity == null) { targetEntity = selfOnly.ActionTarget; } selfOnly.Attack(targetEntity, atkAttackDamage.GetPAtkDamageRate(), atkAttackDamage.GetMAtkDamageRate(), atkAttackDamage.hitCount, (int)atkAttackDamage.GetFixDamage()); yield return(null); }
/// <summary> /// 移动到指定目标旁边并攻击 /// </summary> /// <param name="atkAttackDamage"></param> /// <param name="targetEntity"></param> /// <returns></returns> public virtual IEnumerator Patk(SkillAttackDamage atkAttackDamage, CharacterEntity targetEntity = null) { if (targetEntity == null) { targetEntity = selfOnly.ActionTarget; } yield return(selfOnly.MoveTo(targetEntity.CastedFormation.GetTarget2Position(targetEntity.Position), 1)); selfOnly.Attack(targetEntity, atkAttackDamage.GetPAtkDamageRate(), atkAttackDamage.GetMAtkDamageRate(), atkAttackDamage.hitCount, (int)atkAttackDamage.GetFixDamage()); yield return(selfOnly.MoveTo(targetEntity.CastedFormation.GetTarget1Position(targetEntity.Position), 1)); }
public override IEnumerator DoSkillLogic() { selfOnly.Manager.SpawnCombatCustomText(selfOnly, skillName); yield return(MoveToTarget()); var attackDamage = new SkillAttackDamage(0, 1, 0); selfOnly.Attack(selfOnly.ActionTarget, attackDamage.GetPAtkDamageRate(), attackDamage.GetMAtkDamageRate(), attackDamage.hitCount, (int)attackDamage.GetFixDamage()); //消耗0能量,增加8能量就可了,不需要修改那个值,在这里灵活一点,可以根据情况决定恢复程度 GamePlayManager.Singleton.uiUseSkillManager.sikllPower.AddPower(8); yield return(MoveToSelfPos()); }
public override IEnumerator DoSkillLogic() { selfOnly.Manager.SpawnCombatCustomText(selfOnly, skillName); yield return(MoveToTarget()); var attackDamage = new SkillAttackDamage(); selfOnly.Attack(selfOnly.ActionTarget, attackDamage.GetPAtkDamageRate(), attackDamage.GetMAtkDamageRate(), attackDamage.hitCount, (int)attackDamage.GetFixDamage()); yield return(ApplyBuffLogic()); yield return(MoveToSelfPos()); yield return(null); }