Пример #1
0
 /// <summary>
 /// 监听buff状态变化回调
 /// </summary>
 /// <param name="iBuffState"></param>
 /// <param name="buffName"></param>
 private void CallbackBuffState(IBuffState iBuffState, string buffName)
 {
     if (string.Equals(buffName, GameState.Instance.GetFieldName <IBuffState, BuffState>(temp => temp.Jiasu)))//如果是加速
     {
         SetStateListMove(iBuffState.Jiasu, buffName);
     }
     if (string.Equals(buffName, GameState.Instance.GetFieldName <IBuffState, BuffState>(temp => temp.Minjie)))//如果是敏捷
     {
         SetStateListMove(iBuffState.Minjie, buffName);
     }
 }
Пример #2
0
        void Start()
        {
            _rb           = GetComponent <Rigidbody2D>();
            CenterProcess = GameObject.Find("CenterProcess").GetComponent <CenterProcess>();
            _anime        = GetComponent <Animator>();                       //获取动画
            _buffRender   = BuffSprite.GetComponent <SpriteRenderer>();
            if (gameObject.CompareTag("Monster"))                            //如果单位的Tag为Monster,则向CenterProcess执行添加怪物数量操作(用于当前怪物数量统计面板)
            {
                CenterProcess._monsterCol++;
            }
            _internalBuffState = new NormalBuffState(this);                  //初始化Buff状态
            if (IsAvatar)                                                    //如果当前无敌开关开启则直接转向无敌Buff状态
            {
                _internalBuffState = new AvatarBuffState(this);
            }

            StartCoroutine(BuffDamage());                                    //初始化计算Buff伤害的协程
        }
Пример #3
0
 public void SetBuff(IBuffState state)        //设置Buff状态
 {
     this._internalBuffState = state;
 }