// Update is called once per frame void Update() { if (gameManager.ins.Turn == 0 && isFirst) { isFirst = false; UITextSet.UIList[ControllerName + "PotionCount"] = (Slots.GetSlot("아이템0").GetSkill() as StackSkill).TempStack.ToString(); } float judgement = gameManager.ins.TimingWeight[status.Controller]; UITextSet.UIList[ControllerName + "Judgement"] = judgement == gameManager.PERPECT ? "Perfect" : judgement == gameManager.GOOD ? "Good" : judgement == gameManager.BAD? "Bad" : "Miss"; // UITextSet.UIList[ControllerName + "Judgement"] = gameManager.ins.TimingWeight[status.Controller].ToString(); UITextSet.UIList[ControllerName + "Hp"] = status.HP.ToString(); //체력 UITextSet.UIList[ControllerName + "WallDistance"] = status.WallDistance.ToString(); //벽까지 남은 거리 string str0 = ""; /// str0 = (status.Disable ? "무력화" : "") + (status.Defence ? "방어" : "") + (status.Down ? "다운" : ""); UITextSet.UIList[ControllerName + "Counter"] = status.Cost.ToString() + " / " + status.MaxCost.ToString(); //남은 코스트 if (gameManager.ins.UIOpen) { UITextSet.UIList[ControllerName + "PotionCount"] = (Slots.GetSlot("아이템0").GetSkill() as StackSkill).TempStack.ToString(); UITextSet.UIList[ControllerName + "Stasis"] = SetTempStatis(Slots.GetPriority()); //상태(확인불가) } }
public Skill Monk_Passive(int Order) { //압박 성공시키면 다음공격 50%추뎀 Skill FlowForce = new Skill("FlowForce");//초기화 FlowForce.SetCharacter(Order); FlowForce.AddPassive( delegate(Skill skil) { Debug.Log("몽크스킬실행"); SkillSlot OrderSlot = gameManager.ins.UserSlot[Order]; if (OrderSlot.GetPriority() == Priority.SCISSOR) { skil.GetOrder().CostPlus(10); } } , "Decision"); return(FlowForce); }
public Skill Cat_Passive(int Order) { //5콤보시 1라이프 Skill Blooding = new Skill("Blooding");//초기화 Blooding.SetCharacter(Order); Blooding.AddPassive( delegate(Skill skil) { int Enemy = gameManager.ins.UserStatus[Order].Enemy(); SkillSlot OrderSlot = gameManager.ins.UserSlot[Order]; if (gameManager.ins.UserStatus[Enemy].Guard || OrderSlot.GetPriority() != Priority.PAPER) { return; } float PowerDamage = 30; SkillManager.ins.DebuffSkillSet(Enemy, DebuffSkillList.LIST.Blooding, 3, PowerDamage); }, "Attack"); ; return(Blooding); }