private void _setProtect(FleetType type) { int num = (type == FleetType.Friend) ? 1 : 0; int num2 = 0; while (true) { if (num2 < _dicBakuraiModel[type].Length) { if (_dicBakuraiModel[type][num2] != null && _dicBakuraiModel[type][num2].GetProtectEffect()) { break; } num2++; continue; } return; } _isProtect[num] = true; ShipModel_Defender defender = _dicBakuraiModel[type][num2].Defender; if (type == FleetType.Friend) { _rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[defender.Index]); } else { _rescueCutIn.AddShipList(_fBattleship[0], _fBattleship[defender.Index]); } }
private void _setHpGauge() { BattleCutInCamera cutInCamera = BattleTaskManager.GetBattleCameras().cutInCamera; bool flag = false; _eHpPos = _setHpGaugePosition(_eBattleship.Count); _eHitState = new HpHitState[_eBattleship.Count]; UIPanel uIPanel = Resources.Load <UIPanel>("Prefabs/Battle/UI/UICircleHpPanel"); _uiHpGaugePanel = Util.Instantiate(uIPanel.gameObject, cutInCamera.transform.gameObject).GetComponent <UIPanel>(); for (int i = 0; i < _defenders.Count; i++) { DamageModel attackDamage = _clsShelling.GetAttackDamage(_defenders[i].TmpId); if (attackDamage.GetHitState() == BattleHitStatus.Clitical) { _eHitState[attackDamage.Defender.Index] = HpHitState.Critical; } else if (attackDamage.GetHitState() == BattleHitStatus.Miss) { if (_eHitState[attackDamage.Defender.Index] == HpHitState.None) { _eHitState[attackDamage.Defender.Index] = HpHitState.Miss; } } else if (attackDamage.GetHitState() == BattleHitStatus.Normal && _eHitState[attackDamage.Defender.Index] != HpHitState.Critical) { _eHitState[attackDamage.Defender.Index] = HpHitState.Hit; } BattleHitStatus status = (_eHitState[i] != HpHitState.Miss) ? ((_eHitState[i] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss; _battleHpGauges.SetGauge(i, isFriend: false, isLight: true, isT: false, isNumber: false); _battleHpGauges.SetHp(i, _defenders[i].MaxHp, _defenders[i].HpBefore, _defenders[i].HpAfter, attackDamage.GetDamage(), status, isFriend: false); if (attackDamage.GetProtectEffect() && !flag) { flag = true; _isProtect = true; _rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[i]); } } }
private void _setHpGauge() { bool flag = false; _eHitState = new HpHitState[_eBattleship.Count]; List<ShipModel_Defender> defenders = _clsTorpedo.GetDefenders(is_friend: false); for (int i = 0; i < defenders.Count; i++) { DamageModel attackDamage = _clsTorpedo.GetAttackDamage(defenders[i].TmpId); switch (attackDamage.GetHitState()) { case BattleHitStatus.Normal: if (_eHitState[i] != HpHitState.Critical) { _eHitState[i] = HpHitState.Hit; } break; case BattleHitStatus.Clitical: _eHitState[i] = HpHitState.Critical; break; case BattleHitStatus.Miss: if (_eHitState[i] == HpHitState.None) { _eHitState[i] = HpHitState.Miss; } break; } BattleHitStatus status = (_eHitState[i] != HpHitState.Miss) ? ((_eHitState[i] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss; _battleHpGauges.SetGauge(i, isFriend: false, isLight: false, isT: true, isNumber: false); _battleHpGauges.SetHp(i, defenders[i].MaxHp, defenders[i].HpBefore, defenders[i].HpAfter, attackDamage.GetDamage(), status, isFriend: false); if (attackDamage.GetProtectEffect() && !flag) { flag = true; _isProtect = true; _rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[i]); } } }
private void _setProtect() { int num = 0; ShipModel_Defender defender; while (true) { if (num >= _fBakuraiModel.Length) { return; } if (_fBakuraiModel[num] != null) { defender = _fBakuraiModel[num].Defender; if (_fBakuraiModel[num].GetProtectEffect()) { break; } } num++; } _isProtectE = true; _rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[defender.Index]); }