public override async Task Process(BattleEventArgs arg) { AttackEventArgs e = arg as AttackEventArgs; string[] array = e.Skill.Item.Summonid.Split(new char[] { ',' }); e.Attacker.FaceTo(e.Point.transform.position); this.damageInfo = this.CreateDamageInfo(e.Attacker, e.Defender, e.Skill); this.damageInfo.FloorEffect = e.Point.gameObject; await 0.1f; for (int i = 0; i < array.Length; i++) { string summonid = array[i]; this.manager.GetCellNearestCamera(); WuxiaCell point = e.Point; WuxiaUnit unit = this.manager.AddUnit(summonid, e.Attacker.faction, (i == 0) ? point.CellNumber : -2, false); unit.Actor.transform.localScale = new Vector3(1.5f, 1.5f, 1.5f); unit.transform.forward = e.Attacker.transform.forward; unit.gameObject.OnTerrain(unit.transform.position); unit.gameObject.SetActive(false); this.summonUnits.Add(unit); unit.OnTurnStart(); // 半即时支持 if (HookInitiactiveBattle.bTimed) { HookInitiactiveBattle.Timed_EncourageUnit(unit); } } await 0.1f; if (GameConfig.IsSkipSkillEffect) { this.ProcessAnimationTrack(this.damageInfo); } else { Task <float> attackEventTime = this.ProcessAnimation(this.damageInfo, 0f); await attackEventTime; await attackEventTime.Result; } base.ProcessSkillMPCost(e); if (e.Attacker[BattleLiberatedState.No_CoolDown] == 0) { e.Skill.CurrentCD = e.Skill.MaxCD; } }
public static bool TimedPatch_End1(EndUnit __instance) { Console.WriteLine("EndUnit.OnEnable()"); var t = Traverse.Create(__instance); var selected = t.Property("SelectedUnit"); if (bTimed && UnitWantWait) // 处理等待 { UnitWantWait = false; // 重置等待 Timed_WaitUnit(); UpdateTimedUI(); FSM.UI.CloseMenu(); FSM.UI.CloseUnitInfo(); WuxiaUnit wuxiaUnit = Timed_Current(); if (wuxiaUnit != null && wuxiaUnit.faction == Faction.Player) { t.Method("FirstUnitSelect").GetValue();//__instance.FirstUnitSelect(); __instance.SendEvent("FINISHED"); return(false); } //__instance.SelectedUnit = null; selected.SetValue(null); __instance.SendEvent("ENDTURN"); return(false); } BM.Time = BattleEventToggleTime.EndUnit; BM.OnBattleEvent(BattleEventToggleTime.EndUnit, Array.Empty <object>()); FSM.UI.CloseMenu(); FSM.UI.CloseUnitInfo(); if (!BM.IsEvent) { if (selected.GetValue <WuxiaUnit>() != null) { WuxiaUnit selectedUnit = selected.GetValue <WuxiaUnit>(); if (selectedUnit != null) { selectedUnit.OnUnitEnd(); } WuxiaUnit selectedUnit2 = selected.GetValue <WuxiaUnit>(); if (selectedUnit2 != null) { selectedUnit2.OnTurnEnd(); } if (selected.GetValue <WuxiaUnit>()[BattleLiberatedState.InfiniteAction] > 0) { WuxiaUnit selectedUnit3 = selected.GetValue <WuxiaUnit>(); if (selectedUnit3 != null) { selectedUnit3.OnTurnStart(); } } if (selected.GetValue <WuxiaUnit>()[BattleLiberatedState.Encourage] > 0) { WuxiaUnit selectedUnit4 = selected.GetValue <WuxiaUnit>(); if (selectedUnit4 != null) { selectedUnit4.OnTurnStart(); } } selected.GetValue <WuxiaUnit>().OnBufferEvent(BufferTiming.EndUnit); } t.Method("OnUnitEnd").GetValue();//this.OnUnitEnd(); } return(false); }