Пример #1
0
 /*
  * temp:one_bomb two_bomb three_bomb save_bomb paper_plane thunder_bomb
  *       常规炮     双炮    散炮         疗伤炮   纸飞机       轰天雷
  */
 public void PlaySkill(SkillManager.SkillType temp, CharacterLogic A, AttackBaseData AA)
 {
     if (OnSkillPlay != null)
     {
         OnSkillPlay(temp, A, AA);
     }
 }
Пример #2
0
 // 根据武器类型生成子弹, 角色控制器调用这里
 public void spawnBullet(SkillManager.SkillType type = SkillManager.SkillType.Main)
 {
     if (type == SkillManager.SkillType.Main)
     {
         bulletManager.spawnBullet(bullet, transform.position, transform.rotation);
     }
     else if (type == SkillManager.SkillType.Second)
     {
         bulletManager.spawnBullet(secondBullet, transform.position, transform.rotation);
     }
 }
Пример #3
0
    public void Attack(SkillManager.SkillType bulletType)
    {
        if (!SkillManager.isReady(bulletType))
        {
            return;
        }
        SkillManager.stamp(bulletType);

        robotAnimator.SetTrigger("Attack");
        spawner.spawnBullet(bulletType);
    }
Пример #4
0
        private void ShowSkillPrompt(SkillManager.SkillType skillType)
        {
            if (GameGOW.Get().BattleMgr.m_pCurrentPlayer != _character)
            {
                return;
            }

            if (skillType == SkillManager.SkillType.Normal)
            {
                return;
            }

            if (_skillPromptMoveTweener != null)
            {
                SkillPrompt.text = GameGOW.Get().DataMgr.GetSkillINstructionDataByID(100 + (int)skillType).default_name;
                SkillPrompt.gameObject.SetActive(true);
                _skillPromptMoveTweener.Restart();
            }
        }
Пример #5
0
    // 获取是否武器已可以再次使用
    public bool isReady(SkillManager.SkillType bulletType)
    {
        CDInfo cdInfo = cdInfoList[(int)bulletType];

        return(Time.unscaledTime - cdInfo.timeStamp > cdInfo.cd);
    }
Пример #6
0
 // 记录武器使用时间戳
 public void stamp(SkillManager.SkillType bulletType)
 {
     cdInfoList[(int)bulletType].timeStamp = Time.unscaledTime;
 }