public void UseSkill(SkillBaseInfo skillBaseInfo) { switch (skillBaseInfo.Type) { case SkillBaseInfo.ReleaseType.Self: SkillSelf skillSelf = skillBaseInfo as SkillSelf; UseSelfSkill(skillSelf); break; case SkillBaseInfo.ReleaseType.SelfRange: SkillSelfRange skillSelfRange = skillBaseInfo as SkillSelfRange; UseSelfRangeSkill(skillSelfRange); break; case SkillBaseInfo.ReleaseType.Multi: SkillMulti skillMulti = skillBaseInfo as SkillMulti; UseMultiSkill(skillMulti); break; case SkillBaseInfo.ReleaseType.Single: SkillSingle skillSingle = skillBaseInfo as SkillSingle; UseSingleSkill(skillSingle); break; case SkillBaseInfo.ReleaseType.Trajectory: SkillTrajectory skillTrajectory = skillBaseInfo as SkillTrajectory; UseTraSkill(skillTrajectory); break; } }
public void UseSelfSkill(SkillSelf skillSelf) { SkillManager.Instance.CaleSkillAttrObjectValue(gameObject, gameObject, skillSelf); }
void ParseSkillJson() { mSkillInfoDict = new Dictionary <int, SkillBaseInfo>(); //文本为在Unity里面是 TextAsset类型 TextAsset skillText = Resources.Load <TextAsset>("Json/SkillInfo"); string itemsJson = skillText.text;//物品信息的Json格式 JSONObject j = new JSONObject(itemsJson); foreach (JSONObject temp in j.list) { int id = (int)temp["id"].n; string name = temp["name"].str; string sprite = temp["sprite"].str; string des = temp["des"].str; int mp = (int)temp["mp"].n; int ep = (int)temp["ep"].n; int demandlv = (int)temp["demandlv"].n; float cooltime = temp["coolTime"].n; string str_releasetype = temp["releaseType"].str; SkillBaseInfo.ReleaseType releaseType = (SkillBaseInfo.ReleaseType)System.Enum.Parse(typeof(SkillBaseInfo.ReleaseType), str_releasetype); SkillBaseInfo.ReleaseObject releaseObject = (SkillBaseInfo.ReleaseObject)System.Enum.Parse(typeof(SkillBaseInfo.ReleaseObject), temp["releaseObject"].str); List <ApplyAttrEffect> applyAttrEffects = new List <ApplyAttrEffect>(); JSONObject j2 = temp["applyAttr"]; foreach (JSONObject temp2 in j2.list) { AttrType attrType = (AttrType)System.Enum.Parse(typeof(AttrType), temp2["attrType"].str); int fixvalue = (int)temp2["fixValue"].n; List <AddAttrValue> addAttrValues = new List <AddAttrValue>(); if (temp2["addValue"] != null) { JSONObject j3 = temp2["addValue"]; foreach (JSONObject temp3 in j3.list) { AttrType addattrtype = (AttrType)System.Enum.Parse(typeof(AttrType), temp3["addAttrType"].str); float ap = temp3["addpoint"].n; AddAttrValue add = new AddAttrValue(addattrtype, ap); addAttrValues.Add(add); } } int count = 1; if (temp2["count"] != null) { count = (int)temp2["count"].n; } float time = 0; if (temp2["time"] != null) { time = temp2["time"].n; } ApplyAttrEffect attrEffect = new ApplyAttrEffect(attrType, fixvalue, addAttrValues, time, count); applyAttrEffects.Add(attrEffect); } SkillBaseInfo skill = null; switch (releaseType) { case SkillBaseInfo.ReleaseType.Self: skill = new SkillSelf(id, name, sprite, des, mp, ep, demandlv, cooltime, releaseObject, releaseType, applyAttrEffects); break; case SkillBaseInfo.ReleaseType.SelfRange: float selfRange = temp["range"].n; skill = new SkillSelfRange(id, name, sprite, des, mp, ep, demandlv, cooltime, releaseObject, releaseType, selfRange, applyAttrEffects); break; case SkillBaseInfo.ReleaseType.Multi: float multiDistance = temp["distance"].n; float multiRange = temp["range"].n; skill = new SkillMulti(id, name, sprite, des, mp, ep, demandlv, cooltime, releaseObject, releaseType, multiRange, multiDistance, applyAttrEffects); break; case SkillBaseInfo.ReleaseType.Single: float singleDistance = temp["distance"].n; skill = new SkillSingle(id, name, sprite, des, mp, ep, demandlv, cooltime, releaseObject, releaseType, singleDistance, applyAttrEffects); break; case SkillBaseInfo.ReleaseType.Trajectory: float shotSize = temp["shotSize"].n; float shotSpeed = temp["shotSpeed"].n; float shotTime = temp["shotTime"].n; bool pierce = temp["pierce"].IsBool; skill = new SkillTrajectory(id, name, sprite, des, mp, ep, demandlv, cooltime, releaseObject, releaseType, shotSize, shotSpeed, shotTime, pierce, applyAttrEffects); break; } mSkillInfoDict.Add(id, skill); } }