public override void onHandleInputAction(BattleTeamFightRecord record) { calcAttackBattleAction(record); }
public virtual void calcAttackBattleAction(BattleTeamFightRecord record) { BaseHeroBattleSkillAction _attackAct = null; List<BaseHeroBattleSkillAction> _actList = getToActList(BattleEventConstants.BATTLE_FIGHTER_ATTACK); if (_actList.Count == 0) { _attackAct = NormalAttack; } else { _attackAct = _actList[0]; } attackAction = _attackAct; recordSPSkillInfo(record); }
protected internal virtual void recordSPSkillInfo(BattleTeamFightRecord record) { if (!attackAction.NormalAction) { record.addSkillFighter(Owner.TemplateId); } }
public virtual void finishCurTeamFightRecord() { this.curFightRecord = null; }
public override void onHandleInputAction(BattleTeamFightRecord record) { // TODO Auto-generated method stub }
/// <summary> /// Show record of team fight one round. /// </summary> /// <param name="battleTeamFightRecord">Battle team fight record</param> /// <remarks> /// This record is the every first record of we can do an attack. /// So we put lock team selection function here. /// </remarks> public void showBattleTeamFightRecord(BattleTeamFightRecord battleTeamFightRecord) { Logger.Log("[-----RECORD-----] - battle team fight record: " + battleTeamFightRecord.RecordList.Count + ", " + battleTeamFightRecord); // get debuff value. var characterList = (battleTeamFightRecord.TeamSide == BattleRecordConstants.TARGET_SIDE_LEFT) ? originalCharacterList : originalMonsterList; //Clear buff hurt list in all characters. characterList.ForEach(item => item.BuffController.HurtValueList.Clear()); //Set buff hurt list in specific characters. battleTeamRecord = battleTeamFightRecord; if (battleTeamRecord.TeamSide == BattleRecordConstants.TARGET_SIDE_LEFT) { Logger.LogWarning("Team controller selected to false"); //Disable team selection. TeamController.Enable = false; //Disable all leader collider when attack. leaderController.SetAllLeadersCollider(false); // add selected characters to attack waiting list. attackWaitList.AddRange(TeamController.SelectedCharacterList); DoAttrackLeft(); } else { DoAttrackRight(); } }
public virtual void onHandleFightInputAction(BattleTeamFightRecord record) { skillManager.onHandleInputAction(record); }