| | |
| | | } |
| | | |
| | | |
| | | //请求单次战斗 |
| | | public void RequestFight() |
| | | //请求单次战斗, 返回是否成功操作(预判下一次是可以继续的状态) |
| | | public bool RequestFight() |
| | | { |
| | | if (IsPause) |
| | | { |
| | | //外部控制 IsPause |
| | | //还需考虑其他不可战斗状况,主线的BOSS战斗也是另外一个场景且不能切出来 等跳过或者结束 |
| | | return; |
| | | return true; |
| | | } |
| | | if (BattleManager.Instance.isWaitServerStory) |
| | | return; |
| | | { |
| | | return true; |
| | | } |
| | | |
| | | // 当前没有在播放战斗录像 |
| | | if (!recordPlayer.IsPlaying()) |
| | |
| | | dropList.Add(item.gridIndex); |
| | | } |
| | | EquipModel.Instance.NotifyItemDrop(dropList, null); |
| | | return; |
| | | return false; |
| | | } |
| | | |
| | | // 检查一下锤子的消耗 |
| | |
| | | { |
| | | //多次防范 |
| | | if (GetBattleMode() != BattleMode.Stop) |
| | | { |
| | | HaveRest(); |
| | | return; |
| | | } |
| | | return true; |
| | | } |
| | | |
| | | // 请求下一个战斗包 或者检查战斗是否结束 |
| | |
| | | else |
| | | { |
| | | BattleDebug.LogError("unknown battle state"); |
| | | return; |
| | | return true; |
| | | } |
| | | |
| | | |
| | |
| | | { |
| | | BattleManager.Instance.MainFightRequest(4); |
| | | } |
| | | return true; |
| | | } |
| | | else |
| | | { |
| | | } |
| | | } |
| | | else |
| | | { |
| | | if (!AutoFightModel.Instance.isAutoAttack) |
| | | { |
| | | |
| | | BattleDebug.LogError("action doesnt finish, wait a moment please"); |
| | | } |
| | | } |
| | | return false; |
| | | } |
| | | |
| | | protected override void SetRootNodePosition() |