/// <summary> /// 获取技能特效的播放时间 /// </summary> /// <param name="skillId"></param> /// <param name="attackerId"></param> /// <param name="targetId"></param> /// <param name="vTargetPos"></param> /// <param name="type"></param> /// <returns></returns> public static float GetSkillHitTime(int skillId, long attackerId, long targetId, Vector3 vTargetPos, EffectInstanceType type) { SkillBase skill = SkillGameManager.GetSkillBase(skillId); if (skill != null) { return(skill.GetHitTime(attackerId, targetId, vTargetPos, type)); } else { return(-1); } }
/// <summary> /// 取得攻击动作播放的时间 /// </summary> /// <param name="attackerId"></param> /// <param name="targetId"></param> /// <param name="vTargetPos"></param> /// <param name="type"></param> /// <returns></returns> public virtual float GetHitTime(long attackerId, long targetId, Vector3 vTargetPos, EffectInstanceType type) { int attackerEffectId = 0; int BeAttackerEffectId = 0; this.GetEffectId(attackerId, ref attackerEffectId, ref BeAttackerEffectId); float effectTime = 0; if (targetId > 0) { effectTime = EffectManager.Instance.GetEffectHitTime(attackerEffectId, attackerId, targetId, type); } else { effectTime = EffectManager.Instance.GetEffectHitTime(attackerEffectId, attackerId, vTargetPos, type); } return(effectTime); }
/// <summary> /// 取得技能攻击特效的存活时间(目标神兽 + 技能类型) /// </summary> /// <param name="effectId"></param> /// <param name="castId"></param> /// <param name="targetId"></param> /// <param name="type"></param> /// <returns></returns> public float GetEffectHitTime(int effectId, long castId, long targetId, EffectInstanceType type) { return(0); }