예제 #1
0
        /// <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);
        }
예제 #2
0
        /// <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);
        }
예제 #3
0
        public override void DoAfterEnd(SkillEndType endType)
        {
            switch (endType)
            {
            case SkillEndType.ChanneledBreak:
            case SkillEndType.Finish:
            {
                _MiniBar.Break();
            }
            break;
            }

            base.DoAfterEnd(endType);
        }
예제 #4
0
        /// <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);
        }