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 override void OnInspectorGUI() { base.OnInspectorGUI(); if (GUILayout.Button("Refresh Pct")) { BattleBehaviourSystem system = (BattleBehaviourSystem)target; if (system != null) { system.battleBehaviourPct.damage = system.damageChip == null ? 0f : system.battleBehaviourPct.damage; system.battleBehaviourPct.provoke = system.provokeChip == null ? 0f : system.battleBehaviourPct.provoke; system.battleBehaviourPct.recovery = system.recoveryChip == null ? 0f : system.battleBehaviourPct.recovery; system.battleBehaviourPct.Refresh(); } } }
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); } } } }