public override void Init(BattleBehaviourSystem behaviourSystem, BattleBaseData baseData) { base.Init(behaviourSystem, baseData); //建立伤害记录器 damageRecorder.Init(baseData.enemyBattleTeam.battleUnits); }
public virtual void Init(BattleBehaviourSystem behaviourSystem, BattleBaseData baseData) { this.baseData = baseData; this.behaviourSystem = behaviourSystem; //建立仇恨记录器 hateRecorder.Init(baseData.enemyBattleTeam.battleUnits); }
public void Init(BattleUnit battleUnit, BattleField battleField) { //初始化基础信息 baseData = BattleBaseData.CreateInstance(battleUnit, battleField); //初始化芯片 InitChip(ref rageChip); InitChip(ref damageChip); InitChip(ref provokeChip); InitChip(ref recoveryChip); }
public static BattleBaseData CreateInstance(BattleUnit battleUnit, BattleField battleField) { BattleBaseData item = new BattleBaseData(); item.hostBattleUnit = battleUnit; item.battleField = battleField; item.ownBattleTeam = battleUnit.battleTeam; item.enemyBattleTeam = battleField.GetBattleTeam(battleUnit, false); return(item); }
public virtual void Init(BattleBehaviourSystem behaviourSystem, BattleBaseData baseData) { this.baseData = baseData; this.behaviourSystem = behaviourSystem; battleBehaviourItems = new List <BattleBehaviourItem>(baseData.enemyBattleTeam.battleUnits.Count); if (adjustorTransfer != null && adjustorTransfer.Count > 0) { adjustors = new List <IBattleBehaviourChipAdjustor>(); for (int i = 0; i < adjustorTransfer.Count; i++) { if (adjustorTransfer[i] is IBattleBehaviourChipAdjustor) { adjustors.Add(adjustorTransfer[i] as IBattleBehaviourChipAdjustor); } } } }