private void ReleaseNormalAtk() { //PECommon.Log("Click Normal Atk"); if (entitySelfPlayer.currentAniState == AniState.Attack) { //在500ms以内进行第二次点击,存数据 double nowAtkTime = TimerSvc.Instance.GetNowTime(); if (nowAtkTime - lastAtkTime < Constants.ComboSpace && lastAtkTime != 0) { if (comboArr[comboIndex] != comboArr[comboArr.Length - 1]) { comboIndex += 1; entitySelfPlayer.comboQue.Enqueue(comboArr[comboIndex]); lastAtkTime = nowAtkTime; } else { lastAtkTime = 0; comboIndex = 0; } } } else if (entitySelfPlayer.currentAniState == AniState.Idle || entitySelfPlayer.currentAniState == AniState.Move) { comboIndex = 0; lastAtkTime = TimerSvc.Instance.GetNowTime(); entitySelfPlayer.Attack(comboArr[comboIndex]); } }
public void ReleasNormalAttack() { if (entityPlayer.currentAnimState == AniState.Attack) { if (comboIdx < comboArr.Length - 1) { //500ms内进行点击,存数据 double nowTime = timerSvc.GetNowTime(); if (nowTime - lastAtkTime < Constants.ComboSpace && lastAtkTime != 0) { entityPlayer.comboQue.Enqueue(comboArr[++comboIdx]); lastAtkTime = nowTime; } } else { comboIdx = 0; lastAtkTime = 0; } } else if (entityPlayer.currentAnimState == AniState.Idle || entityPlayer.currentAnimState == AniState.Move) { comboIdx = 0; lastAtkTime = timerSvc.GetNowTime(); entityPlayer.Attack(111); } }
/// <summary> /// 普通攻击 /// </summary> private void ReleaseNormalAtk() { if (entityPlayer._currentPlayerAniState == PlayerAniState.Attack) { double nowTime = TimerSvc.Instance.GetNowTime(); if (nowTime - lastAtkTime < Constants.cComboInterval && lastAtkTime != 0) { if (comboIdx < comboDataArr.Length - 1) { comboIdx++; //comboIdx = comboIdx >= (comboDataArr.Length) ? 0 : comboIdx; entityPlayer._comboQue.Enqueue(comboDataArr[comboIdx]); lastAtkTime = nowTime; } else { comboIdx = 0; lastAtkTime = 0; } } } else if (entityPlayer._currentPlayerAniState == PlayerAniState.Idle || entityPlayer._currentPlayerAniState == PlayerAniState.Move) { comboIdx = 0; entityPlayer.Attack(comboDataArr[comboIdx]); lastAtkTime = TimerSvc.Instance.GetNowTime(); } }
private void ReleaseNormalAtk() { if (entityPlayer.currentAniState == AniState.Attack) { double curClickTime = TimerSvc.Instance.GetNowTime(); //500ms内按下触发连招 if (curClickTime - lastClickTime < Constant.interval && lastClickTime != 0) { //当combo数没有满时 if (curComboIndex < comboArr.Length - 1) { curComboIndex++; entityPlayer.atkComboQue.Enqueue(comboArr[curComboIndex]); lastClickTime = curClickTime; } //combo满时,重置连招 else { lastClickTime = 0; curComboIndex = 0; } } } else if (entityPlayer.currentAniState == AniState.Idle || entityPlayer.currentAniState == AniState.Move) { lastClickTime = TimerSvc.Instance.GetNowTime(); entityPlayer.Attack(Constant.Atk1ID); } //PECommon.Log("NormalAtk"); }
private void ReleaseNormalAtk() { //Debug.Log(GetType() + "/ReleaseNormalAtk()/ "); // 连招判定 if (entityPlayer.currentAniState == AniState.Attack) { // 在规定时间内进行二次点击,存数据 double nowAtkTime = TimerSvc.Instance.GetNowTime(); if (nowAtkTime - lastAtkTime < Constants.ComboSpace && lastAtkTime != 0) { if (comboArr[comboIndex] != comboArr[comboArr.Length - 1]) { comboIndex += 1; entityPlayer.comboQue.Enqueue(comboArr[comboIndex]); lastAtkTime = nowAtkTime; } else { lastAtkTime = 0; comboIndex = 0; } } } else if (entityPlayer.currentAniState == AniState.Idle || entityPlayer.currentAniState == AniState.Move) { lastAtkTime = TimerSvc.Instance.GetNowTime(); comboIndex = 0; entityPlayer.Attack(comboArr[comboIndex]); } }
private void ReleaseNormalAttack() { if (entityPlayer.curState == AnimState.Attack) { entityPlayer.Attack(comboAr[entityPlayer.nextCombo++], true); } else if (entityPlayer.curState == AnimState.Idle || entityPlayer.curState == AnimState.Move) { entityPlayer.nextCombo = 0; entityPlayer.Attack(comboAr[entityPlayer.nextCombo++], true); } if (entityPlayer.nextCombo >= comboAr.Length) { entityPlayer.nextCombo = 0; } #region // //if(entityPlayer.curState == AnimState.Attack) //{ // double nowAtkTime = TimerSev.Instance.GetMillisecondsTime(); // if(lastAtkTime != -1d && nowAtkTime - lastAtkTime < Constans.ComboSpace) // { // if(comboIndex >= comboAr.Length) // { // comboIndex = 0; // lastAtkTime = -1d; // entityPlayer.nextCombo = -1; // return; // } // entityPlayer.nextCombo = comboAr[comboIndex++]; // //entityPlayer.comboQue.Enqueue(comboAr[comboIndex++]); // } // else entityPlayer.nextCombo = -1; // lastAtkTime = nowAtkTime; //} //else if(entityPlayer.curState == AnimState.Idle || entityPlayer.curState == AnimState.Move) //{ // entityPlayer.nextCombo = -1; // comboIndex = 0; // entityPlayer.Attack(comboAr[comboIndex++]); // lastAtkTime = TimerSev.Instance.GetMillisecondsTime(); //} #endregion }
//技能释放特效声音修改为特效出现时的audiosource组件播放 #region 角色技能释放 private void ReleaseNormalATK() { entitySelfPlayer.Attack(101); }
private void ReleaseSkill1() { //PECommon.Log("Click Skill1"); entitySelfPlayer.Attack(101); }
public void ReleaseSkill1() { Debug.Log("1 skill"); entitySelfPlayer.Attack(101); }