/// <summary> /// 發生於技能結束時 /// </summary> /// <param name="endType">結束方式</param> protected virtual void OnEnd(SkillEndType endType) { DoAfterEnd(endType); if (End != null) { End(this, endType); } }
public override void DoAfterEnd(SkillEndType endType) { switch (endType) { case SkillEndType.ChanneledBreak: case SkillEndType.Finish: { _MiniBar.Break(); } break; } base.DoAfterEnd(endType); }
/// <summary> /// 技能失效 /// </summary> public override void DoAfterEnd(SkillEndType endType) { switch (endType) { case SkillEndType.ChanneledBreak: case SkillEndType.Finish: { Owner.MoveObject.Speed = _OwnerSpeed; _MiniBar.Break(); } break; } base.DoAfterEnd(endType); }
/// <summary> /// 技能失效 /// </summary> public override void DoAfterEnd(SkillEndType endType) { switch (endType) { case SkillEndType.ChanneledBreak: case SkillEndType.Finish: { Owner.MoveObject.Speed = _OwnerSpeed; Owner.MoveObject.Target.SetObject(_OwnerTarget); //Owner.MoveObject.Target.ClearOffset(); } break; } base.DoAfterEnd(endType); }
/// <summary> /// 技能失效 /// </summary> public override void DoAfterEnd(SkillEndType endType) { switch (endType) { case SkillEndType.ChanneledBreak: { _ShieldObject.Kill(null, ObjectDeadType.LifeEnd); _MiniBar.Break(); } break; case SkillEndType.Finish: { _ShieldObject.Kill(null, ObjectDeadType.LifeEnd); _MiniBar.Break(); } break; } base.DoAfterEnd(endType); }
/// <summary> /// 技能失效 /// </summary> public override void DoAfterEnd(SkillEndType endType) { switch (endType) { case SkillEndType.ChanneledBreak: { Scene.SceneSlow -= _SceneSlow; _MiniBar.Break(); } break; case SkillEndType.Finish: { Scene.SceneSlow -= _SceneSlow; _MiniBar.Break(); } break; } base.DoAfterEnd(endType); }
public EndSkillCastEvent(long time, Agent agent, Skill skill, int castingTimeMs, SkillEndType skillEndType) : base(time, agent, skill, castingTimeMs) { EndType = skillEndType; }
/// <summary> /// 技能結束卻後(包含中斷)執行 /// </summary> public virtual void DoAfterEnd(SkillEndType endType) { }