| | |
| | | buffMgr.RemoveAllBuff(); |
| | | } |
| | | |
| | | public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData) |
| | | // 释放者就是复活者时调用 |
| | | public void PreReborn(bool reviveSelf = false) |
| | | { |
| | | // 处理复活逻辑 |
| | | heroGo.SetActive(true); |
| | | motionBase.skeletonAnim.skeleton.A = 0f; |
| | | motionBase.skeletonAnim.LateUpdate(); |
| | | heroRectTrans.anchoredPosition = Vector2.zero; |
| | | motionBase.ResetForReborn(reviveSelf); |
| | | } |
| | | |
| | | // 复活action |
| | | public void OnReborn(HB427_tagSCUseSkill.tagSCUseSkillHurt vNetData, bool reviveSelf = false) |
| | | { |
| | | heroGo.SetActive(true); |
| | | motionBase.ResetForReborn(reviveSelf); |
| | | heroRectTrans.anchoredPosition = Vector2.zero; |
| | | motionBase.skeletonAnim.skeleton.A = 0f; |
| | | motionBase.skeletonAnim.LateUpdate(); |
| | | RebornRecordAction recordAction = new RebornRecordAction(battleField, this, () => |
| | | { |
| | | battleField.OnObjReborn((uint)ObjID); |
| | | |
| | | teamHero.curHp = GeneralDefine.GetFactValue(vNetData.CurHP, vNetData.CurHPEx); |
| | | heroRectTrans.anchoredPosition = Vector2.zero; |
| | | |
| | | // Debug.LogError("OnReborn " + teamHero.curHp); |
| | | teamHero.isDead = false; |
| | | heroGo.SetActive(true); |
| | | motionBase.ResetForReborn(); |
| | | |
| | | }); |
| | | battleField.recordPlayer.InsertRecord(recordAction); |
| | | } |
| | | |
| | | public void AfterReborn() |
| | | { |
| | | // 清空所有 |
| | | motionBase.ResetForReborn(false); |
| | | } |
| | | |
| | | |
| | | // 伤害还要看 是否闪避 暴击 and so on 需要有一个DamageType 服务器应该会给 |
| | | protected virtual BattleDmgInfo PopDamage(BattleHurtParam battleHurtParam) |
| | | { |