public void SetSkillForUI(SkillButtonName skillName) //为委托准备的借口 { switch (skillName) { case SkillButtonName.Button_Q: if (skill_Q.timeCount >= skill_Q.CD && skill_Q.level > 0) { transform.rotation = Quaternion.LookRotation(skillLookDir); SetSkill_Q(); skill_Q.timeCount = 0f; } break; case SkillButtonName.Button_W: if (skill_W.timeCount >= skill_W.CD && skill_W.level > 0) { transform.rotation = Quaternion.LookRotation(skillLookDir); SetSkill_W(); skill_W.timeCount = 0f; } break; case SkillButtonName.Button_E: transform.rotation = Quaternion.LookRotation(skillLookDir); if (skill_E.timeCount >= skill_E.CD && skill_E.level > 0) { SetSkill_E(); skill_E.timeCount = 0f; } break; } }
public void AddSkillButton(SkillButtonName buttonName) { switch (buttonName) { case SkillButtonName.Button_Q: roleMain.skill_Q.level += 1; ShowSkillLevelCircle(roleMain.skill_Q.level, "Q"); break; case SkillButtonName.Button_W: roleMain.skill_W.level += 1; ShowSkillLevelCircle(roleMain.skill_W.level, "W"); break; case SkillButtonName.Button_E: roleMain.skill_E.level += 1; ShowSkillLevelCircle(roleMain.skill_E.level, "E"); break; } }
public void SetOtherSkillForUI(SkillButtonName skillotherName) { switch (skillotherName) { case SkillButtonName.Button_D: if (skill_D.timeCount >= skill_D.CD) { SetOtherSkill(skill_D.skillName); skill_D.timeCount = 0f; } break; case SkillButtonName.Button_F: if (skill_F.timeCount >= skill_F.CD) { SetOtherSkill(skill_F.skillName); skill_F.timeCount = 0f; } break; } }