void intPassitiveSkill(speItem_property item) { if (startWork == false) { explain = "恢复之心:在间隔时间内补充血量"; recoverNum = item.parameterInt; Debug.Log(explain + recoverNum); startWork = true; } }
//添加被动技能 public bool addPassitiveSkill(GameObject obj) { GameObject passitiveSkill = this.transform.FindChild("speSkill").gameObject; if (passitiveSkill) { speItem_property speItemProperty = obj.GetComponent <speItem_property> (); string scriptName = speItemProperty.scriptName; object skillComponent = passitiveSkill.AddComponent(scriptName) as object; //更新数据 passitiveSkill.SendMessage("intPassitiveSkill", speItemProperty); return(true); } else { Debug.Log("无法找到存储被动技能的Gameobject"); return(false); } return(false); }
void intPassitiveSkill(speItem_property item) { if (startWork == false) { scaredPercent = item.parameterInt; scaredEffect = true; //设置struct ScaredBullet scaredBullet.sacredPercent = scaredPercent; scaredBullet.scaredEffect = scaredEffect; startWork = true; GameObject shooter = this.transform.parent.transform.FindChild("shoot").gameObject; if (shooter) { shooter.SendMessage("setScaredBullet", scaredBullet); } else { Debug.Log("找不到shoot object"); } } }