private void RecoverEnergy(BattleUnitAction battleUnitAction) { //数值改变 battleUnitAttribute.energy += EGameConstL.EnergyRecoverPerRound; battleUnitAttribute.energy = battleUnitAttribute.energy > battleUnitAttribute.maxEnergy ? battleUnitAttribute.maxEnergy : battleUnitAttribute.energy; //创建一个Action if (battleUnitAction != null) { battleUnitAction.attributeUpdate = BattleUnitAttributeUpdate.Get(); battleUnitAction.attributeUpdate.attribute = new BattleUnitSyncAttribute(); battleUnitAction.attributeUpdate.attribute.hpChanged = 0; battleUnitAction.attributeUpdate.attribute.currentHP = battleUnitAttribute.hp; battleUnitAction.attributeUpdate.attribute.energyChanged = EGameConstL.EnergyRecoverPerRound; battleUnitAction.attributeUpdate.attribute.currentEnergy = battleUnitAttribute.energy; } }
private void RecoverEnergy() { //数值改变 battleUnitAttribute.energy += EGameConstL.EnergyRecoverPerRound; battleUnitAttribute.energy = battleUnitAttribute.energy > battleUnitAttribute.maxEnergy ? battleUnitAttribute.maxEnergy : battleUnitAttribute.energy; //创建一个Action BattleUnitAttributeUpdate action = BattleUnitActionEvent.CreateEvent <BattleUnitAttributeUpdate>(BattleUnitActionType.AttributeUpdate, this); action.attribute = new BattleUnitSyncAttribute(); action.attribute.hpChanged = 0; action.attribute.currentHP = battleUnitAttribute.hp; action.attribute.energyChanged = EGameConstL.EnergyRecoverPerRound; action.attribute.currentEnergy = battleUnitAttribute.energy; battleField.AppendBattleAction(action); }
//更新数值 private IEnumerator PlayAttributeUpdateAction(BattleUnitAttributeUpdate action) { RefreshAttribute(action.attribute); yield return(EGameConstL.WaitForDotOneSecond); }