/// <summary> /// 技能释放间隔, 单位: 毫秒 /// </summary> /// <param name="skillID"></param> /// <returns></returns> public float GetSkillReleaseInterval(int skillID) { SkillSystemGrow grow = GetSkillGrow(skillID); SkillCategory category = (SkillCategory)grow.CastWay; switch (category) { case SkillCategory.Immediate: case SkillCategory.Immediate_MultiShot: case SkillCategory.Chanting: case SkillCategory.Charge: case SkillCategory.Charge_MultiShot: return(grow.Cooldown); case SkillCategory.Chanting_Trigger: return(grow.CastWayArgs(1)); case SkillCategory.Immediate_Trigger: return(grow.CastWayArgs(0)); case SkillCategory.ManualChannel: case SkillCategory.AutoChannel: case SkillCategory.RapidFire: case SkillCategory.MiningBeam: return(grow.CastWayArgs(0)); default: return(1000f); } }
/// <summary> /// 开始引导 /// </summary> public void StartChannelling() { #if UNITY_EDITOR if (skillGrow.CastWay == (int)SkillCategory.AutoChannel || skillGrow.CastWay == (int)SkillCategory.ManualChannel || skillGrow.CastWay == (int)SkillCategory.RapidFire || skillGrow.CastWay == (int)SkillCategory.MiningBeam) #endif m_GuideEndTime = Time.time + skillGrow.CastWayArgs(1); }