private void RefreshSpellList(List <ObjectMonster> monsterList) { ReturnData(); for (int i = 0; i < monsterList.Count; ++i) { ObjectMonster _monster = monsterList[i]; if (!_monster.IsSkillAttack() && _monster.IsAlive() && _monster.CheckSelfCanCastSkill())//判断该技能的硬性释放条件 { AnalyseObjectMonster(_monster); } } }
void onSupportMonstorBlood() { // 初始化敌人的血条 List <ObjectMonster> monsters = SceneObjectManager.GetInstance().GetSceneMonsterList(); if (monsters.Count > 0) { ObjectMonster monster = monsters[monsters.Count - 1]; if (monster.IsAlive()) { mBloodControl.CreateBloodBar(monster); } } }