private RoleAttackParameter RoleAttackFx(string attackName, RoleAttackParameter roleattackParameter) { FxIdTimePos(); roleattackParameter = RoleAttack(" " + attackName, roleattackParameter); return(roleattackParameter); }
public RoleParameter() { roleName = "0"; roleID = "0"; Hp = 0; Spd = 0; Atk = 0; Def = 0; att1Atk = 0; att2Atk = 0; att3Atk = 0; att4Atk = 0; attackArr = new RoleAttackParameter[4]; for (int i = 0; i < 4; i++) { attackArr[i] = new RoleAttackParameter(); } roleAppearAnimationArr = new RoleAppearAnimationType[3]; for (int i = 0; i < 3; i++) { roleAppearAnimationArr[i] = RoleAppearAnimationType.Standbyaction_1; } }
private RoleAttackParameter RoleAttack(string title, RoleAttackParameter roleattackParameter) //一个攻击对应的三种特效类型, 参数为攻击名 { EditorGUILayout.BeginVertical(); EditorGUILayout.BeginHorizontal("box"); EditorGUILayout.BeginVertical(GUILayout.Width(200)); EditorGUILayout.BeginHorizontal("box"); GUILayout.Label(title); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.BeginHorizontal("box"); GUILayout.Label(" 自 身", GUILayout.Width(80)); //提示Lable 在自身位置显示的 特效 EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal("box"); GUILayout.Label(" 追 踪", GUILayout.Width(80)); //提示Lable 追踪目标的特效 EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal("box"); GUILayout.Label(" 目 标", GUILayout.Width(80)); //提示Lable 在目标位置生成的特效 EditorGUILayout.EndHorizontal(); EditorGUILayout.EndHorizontal(); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); for (int i = 0; i < 3; i++) { EditorGUILayout.BeginVertical(GUILayout.Width(70)); roleattackParameter.FxArr[i] = FxParameter(roleattackParameter.FxArr[i]); //循环3 次生成 一个攻击对应的 3 种特效的参数 EditorGUILayout.EndVertical(); } EditorGUILayout.EndHorizontal(); roleattackParameter.soundID = EditorGUILayout.TextField("", roleattackParameter.soundID, GUILayout.Width(278)); // 攻击对应的音效ID EditorGUILayout.EndVertical(); return(roleattackParameter); }