private void DoAttack(int atkId, int targetId) { var atkUnit = battleManager.GetSam(atkId); var targetUnit = battleManager.GetSam(targetId); var unitPos = new Point(targetUnit.X * TileManager.CellSize - baseX, targetUnit.Y * TileManager.CellSize - baseY); var unitSize = new Size(TileManager.CellSize, TileManager.CellSize); var effect = new StaticUIEffect(EffectBook.GetEffect("hit1"), unitPos, unitSize); effectRun.AddEffect(effect); coroutineManager.StartCoroutine(DelayAttack(atkUnit, targetUnit)); if (atkUnit.Camp == (byte)ConfigDatas.CampConfig.Indexer.Reborn) //todo 略ws { attackId = 0; savedPath = null; stage = ControlStage.AttackAnim; } refreshAll.Fire(); }
public void AddEffect(StaticUIEffect eff) { coverEffectList.Add(eff); }
private void AddEffect(StaticUIEffect eff) { effectRunBase.AddEffect(eff); }