예제 #1
0
 /// <summary>
 /// 冷却时间计算
 /// 技能通用方法
 /// 返回的是冷却时间百分比
 /// </summary>
 public void makeTimeCanculate()
 {
     if (theStateNow == skillState.isReady)
     {
         timerForAdd     = 0f;
         theStatePercent = 0f;
     }
     else if (theStateNow == skillState.isUsing)
     {
         timerForAdd += Time.deltaTime;
         if (timerForAdd < skillEffectTime)
         {
             theStatePercent = timerForAdd / skillEffectTime;
         }
         else
         {
             theStateNow = skillState.isCooling;
             OnCool();
         }
     }
     else if (theStateNow == skillState.isCooling)
     {
         timerForAdd += Time.deltaTime;
         if (timerForAdd < skillAllTimer)
         {
             theStatePercent = 1f - (timerForAdd - skillEffectTime) / (skillAllTimer - skillEffectTime);
         }
         else
         {
             theStateNow = skillState.isReady;
             OnReady();
         }
     }
     //print ("theStatePercent = "+theStatePercent);
 }
예제 #2
0
 string[] EnumUse(skillState ss)
 {
     if (ss == skillState.パワーアタック)
     {
         string[] state = { "攻撃", "近接", "300", "強撃", "20" };
         return(state);
     }
     else if (ss == skillState.パワーシュート)
     {
         string[] state = { "攻撃", "遠隔", "250", "強撃", "25" };
         return(state);
     }
     else if (ss == skillState.リペア)
     {
         string[] state = { "補助", "回復", "60", "回復", "30" };
         return(state);
     }
     else if (ss == skillState.ペネトレイト)
     {
         string[] state = { "攻撃", "遠隔", "200", "貫通", "30" };
         return(state);
     }
     else if (ss == skillState.ジャミング)
     {
         string[] state = { "妨害", "近接", "30", "速度低下", "25" };
         return(state);
     }
     return(null);
 }
예제 #3
0
 public virtual void SkillEffect(float extradamage)
 {
     theStateNow = skillState.isUsing;
 }                                                                                        //真正的技能效果