/// <summary> /// 使用此快捷栏中的技能 /// </summary> /// <returns>使用成功返回 true</returns> public bool UseSkill() { //没有技能的情况 if (this.id == 0) { Debug.Log("没有快捷技能"); return(false); } //cd没好的情况 else if (!SkillBoard.Instance().FindSkillById(id).GetSkillReadyState()) { Debug.Log("CD未冷却"); return(false); } //mp不够的情况 else if (!PlayerStatusManager.Instance().ReduceMp(this.info.mpSpend)) { Debug.Log("蓝不够"); return(false); } //没有以上情况则释放技能 else { //使技能进入冷却 SkillBoard.Instance().FindSkillById(id).SetSkillColdState(); //技能发射器发射技能 SkillShoot.Instance().ShootSkill(this.id, this.info); return(true); } }
void Update() { #if UnityEditor //背包加药品 if (Input.GetKeyDown(KeyCode.P)) { int x = 0; BagBoard.Instance().PickOneItemById(x = Random.Range(1001, 1004)); Debug.Log(x); } //背包加装备 if (Input.GetKeyDown(KeyCode.O)) { int x = 0; BagBoard.Instance().PickOneItemById(x = Random.Range(2001, 2023)); Debug.Log(x); } //商店加药品 if (Input.GetKeyDown(KeyCode.L)) { ShopBoard.Instance().AddOneShopItemById(c++); Debug.Log(c); } //商店加装备 if (Input.GetKeyDown(KeyCode.K)) { ShopBoard.Instance().AddOneShopItemById(z++); Debug.Log(z); } //扣血 if (Input.GetKeyDown(KeyCode.M)) { PlayerStatusManager.Instance().ReduceHp(50); } //加钱 if (Input.GetKeyDown(KeyCode.UpArrow)) { CoinManager.Instance().AddCoin(50); } //扣钱 if (Input.GetKeyDown(KeyCode.DownArrow)) { CoinManager.Instance().ReduceCoin(50); } //加点 if (Input.GetKeyDown(KeyCode.KeypadPlus)) { PlayerStatusManager.Instance().AddPoint(); } //加技能 if (Input.GetKeyDown(KeyCode.B)) { SkillBoard.Instance().AddOneSkillById(4001); SkillBoard.Instance().AddOneSkillById(4002); SkillBoard.Instance().AddOneSkillById(4003); } #endif }
/// <summary> /// 增加等级,属性,点数 /// </summary> /// <param name="num">升级数目(默认1)</param> public void AddRankAndProp(int num = 1) { PlayerStatusInfo.Instance().rank += num; SkillBoard.Instance().ListenToUnlockSkill(); PlayerStatusInfo.Instance().attack += 5; PlayerStatusInfo.Instance().def += 3; PlayerStatusInfo.Instance().speed += 1; AddPoint(5); }
private void AddSkillBoard(XlsxReader xlsx, IProgress <string> progress) { const string skillBoardName = "ui/menu/skillBoard/skillBoard.info"; if (!HasFile(skillBoardName) && xlsx.Sheets.Descendants <Sheet>().Any(sheet => sheet.Name == "skillBoard") && xlsx.Sheets.Descendants <Sheet>().Any(sheet => sheet.Name == "skillBoardStrings")) { progress?.Report(string.Format("Adding {0}", skillBoardName)); ZipArchiveEntry entry = zipArchive.CreateEntry(skillBoardName); using Stream entryStream = entry.Open(); SkillBoard.WriteFile(entryStream, xlsx); _entries.Add(new PatchZipEntry(entry)); } }
void Awake() { _instance = this; base.Init(); }
public void SetItem(Skill skillInfo, SkillBoard board) { this.board = board; skill = skillInfo; }
public void SkillBoardReadTest(string binName, string xlsxName) { using XlsxWriter xlsx = new XlsxWriter(xlsxName, true); using FileStream stream = new FileStream(binName, FileMode.Open, FileAccess.Read); SkillBoard.ReadFile(stream, xlsx); }
public void SkillBoardWriteTest(string binName, string xlsxName) { using XlsxReader xlsx = new XlsxReader(xlsxName); using FileStream stream = new FileStream(binName, FileMode.Create, FileAccess.Write); SkillBoard.WriteFile(stream, xlsx); }