public SkillRuntime GetSkill(KeyNum key) { SkillRuntime skill = null; if (skillTable.ContainsKey(key)) { skill = skillTable[key]; } return(skill); }
public void AddSkill(SkillRuntime skill) { skill.InitNetData(this.netData); if (skillTable.ContainsKey(skill.key)) { skillTable[skill.key] = skill; } else { skillTable.Add(skill.key, skill); } changeSkill(skill.skillId); }
public void AddSkill(SkillRuntime skill) { skill.InitNetData(this.netData); if (skillTable.ContainsKey(skill.key)) { skillTable[skill.key] = skill; } else { skillTable.Add(skill.key, skill); //UnityEngine.Debug.LogError("错误的Key "+skill.key); } changeSkill(skill.skillId); // }
void SkillMask() { if (skillList == null) { if (unityClient != null && unityClient.client.localPlayer != null) { skillList = (unityClient.client.localPlayer as PlayerData).skillList; } } SkillRuntime skill = GetSkill(key); if (skill != null) { fillImage.fillAmount = (skill.timer / skill.skillData.coolDownTime).ToFloat(); backImage.enabled = fillImage.fillAmount > 0; if (!useKey) { group.blocksRaycasts = fillImage.fillAmount <= 0; } } }