public void QuestSkillCalculate(int skillID, GameEntityControllRemote opSender, GameEntityControllRemote opTarget) { Skill skill = GetSkillByID(skillID); if (skill == null) { HDebug.Error("null skill " + skill); return; } opSender.DoReleaseSkill(skill); calculateResult result = calculateSkill(skill, opSender, opTarget); if ((result.type & resultEnum.enum1) == resultEnum.enum1) { opTarget.CaughtDamage(result.damagePart.finalDamage, DamageTypeEnum.ColdWeapon); } if ((result.type & resultEnum.enum2) == resultEnum.enum2) { } }
public void QuestSkillCalculate(int skillID, GameEntity sender) { Skill skill = GetSkillByID(skillID); if (skill == null) { HDebug.Error("null skill " + skill); return; } //因为策划的因素,在demo演示阶段正式立项前均采用最快法则完成技能处理 switch (skillID) { case 1: pingA(sender); break; case 2: addHujia(skill, sender); break; case 3: becomeInvisible(skill, sender); break; case 4: doLeidianshu(sender); break; case 5: doZhaohuan(skill, sender); break; case 6: doShanxian(skill, sender); break; } }