/// <summary> /// 释放技能 /// </summary> /// <param name="skill"></param> public void ReleaseSkills(Ctrl_ActionBarSlot slot) { //技能冷却好了 if (slot.Skill.skillCurrentCD >= slot.Skill.skillCD) { //技能消耗 if (Ctrl_HeroProperty.Instance.GetCurrentMagic() >= slot.Skill.skillConsumption) { //减去技能消耗 Ctrl_HeroProperty.Instance.DecreaseMagicValues(slot.Skill.skillConsumption); //释放技能 GetComponent <Ctrl_PlayerAminator>().ReleaseSkill(slot.Skill.skillId); //技能熟练度+1 if (slot.Skill.skillCurrentLv < slot.Skill.skillMaxLv) { slot.Skill.skillCurrentProficiency += 1; } else { if (slot.Skill.skillCurrentProficiency < slot.Skill.skillProficiency[slot.Skill.skillCurrentLv - 1]) { slot.Skill.skillCurrentProficiency += 1; } } //冷却重置 slot.IsCooding = true; } } }
public void ReleaseSkill(int key) { Ctrl_ActionBarSlot actionBarSlot = Ctrl_SkillManager.Instance.GetCurrentActionBarSlot(key - 1); if (actionBarSlot != null) { actionBarSlot.UseSkill(); } }
private void Start() { actionBarSlot = GetComponent <Ctrl_ActionBarSlot>(); }