public override void StartSkill(BattleRoleData source, BattleRoleData target) { base.StartSkill(source, target); IsProcessing = true; IsUsed = true; CalculateBeforeFunction(source, target); List <BattleRoleData> list = DealWithAOEAction(source, target, AOEType); foreach (BattleRoleData t in list) { StartCoroutine(IEStartSkill(source, t, NumberData.Build(valCaused(source, t)))); } }
public override void StartSkill(BattleRoleData source, BattleRoleData target) { base.StartSkill(source, target); if (IsProcessing) { return; } IsProcessing = true; IsUsed = true; CalculateBeforeFunction(source, target); List <BattleRoleData> list = DealWithAOEAction(source, target, AOEType); for (int i = 0; i < list.Count; i++) { StartCoroutine(IEStartSkill(source, list[i], NumberData.Build(ValCaused(source, list[i])), lastTime)); } }
public void PropStartSkill(BattleRoleData source, BattleRoleData target, int val , SDConstants.AOEType AOEType = SDConstants.AOEType.None) { base.StartSkill(source, target); IsProcessing = true; IsUsed = true; if (GetComponent <HSkilInfo>()) { GetComponent <HSkilInfo>().AOEType = AOEType; List <BattleRoleData> list = DealWithAOEAction(source, target, AOEType); for (int i = 0; i < list.Count; i++) { StartCoroutine(IEStartSkill(source, list[i], NumberData.Build(val))); } } else { StartCoroutine(IEStartSkill(source, target, NumberData.Build(val))); } }