Exemplo n.º 1
0
    /// <summary>
    /// 当有一方死亡的时候,调用这个方法
    /// </summary>
    /// <param name="attack">If set to <c>true</c> attack.</param>
    public void HideFireAndLight(bool attack)
    {
        UISpriteAnimation blood = null;

        blood  = attack ? Att_Blood_Fire : Def_Blood_Fire;
        Status = attack ? Status.clear(DragonAnimStatus.Att_Blood_Fire) : Status.clear(DragonAnimStatus.Def_Blood_Fire);
        blood.gameObject.SetActive(false);

        blood  = attack ? Att_Blood_Light : Def_Blood_Light;
        Status = attack ? Status.clear(DragonAnimStatus.Att_Blood_Light) : Status.clear(DragonAnimStatus.Def_Blood_Light);
        blood.gameObject.SetActive(false);
    }
Exemplo n.º 2
0
    /// <summary>
    /// 第一个表示攻击方还是防守方,第二个是火还是闪电
    /// </summary>
    /// <param name="attack">If set to <c>true</c> attack.</param>
    /// <param name="aType">A type.</param>
    public void ShowFireOrLight(bool attack, AoYiEfType aType)
    {
        UISpriteAnimation blood = null;

        if (aType == AoYiEfType.Blood_Fire)
        {
            blood  = attack ? Att_Blood_Fire : Def_Blood_Fire;
            Status = attack ? Status.set(DragonAnimStatus.Att_Blood_Fire) : Status.set(DragonAnimStatus.Def_Blood_Fire);
        }
        else
        {
            blood  = attack ? Att_Blood_Light : Def_Blood_Light;
            Status = attack ? Status.set(DragonAnimStatus.Att_Blood_Light) : Status.set(DragonAnimStatus.Def_Blood_Light);
        }

        blood.gameObject.SetActive(true);
        blood.framesPerSecond = BloodFrameRate;
        blood.Forward();
    }
Exemplo n.º 3
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 public static DragonAnimStatus set(this DragonAnimStatus flags, DragonAnimStatus totest)
 {
     return(flags | totest);
 }
Exemplo n.º 4
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 public static DragonAnimStatus clear(this DragonAnimStatus flags, DragonAnimStatus totest)
 {
     return(flags & ~totest);
 }
Exemplo n.º 5
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 public static bool check(this DragonAnimStatus flags, DragonAnimStatus totest)
 {
     return((flags & totest) == totest);
 }