| | |
| | | motionBase = new MotionBase(); |
| | | motionBase.Init(heroGo.GetComponentInChildren<SkeletonGraphic>(true)); |
| | | motionBase.onAnimationComplete += OnAnimationComplete; |
| | | |
| | | buffMgr = new BattleObjectBuffMgr(); |
| | | buffMgr.Init(this); |
| | | |
| | | renderers = heroGo.GetComponentsInChildren<Renderer>(true); |
| | |
| | | heroGo.SetActive(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 |
| | | // 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 void PopDamage(long curHp, List<long> damageValues, int attackType) |
| | | { |
| | | // 其实应该通知出去给UI界面解耦 让UI界面自己来显示的 YYL TODO |
| | |
| | | return battleField.GetTeamNode(Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red); |
| | | } |
| | | |
| | | public BattleCamp GetEnemyCamp() |
| | | { |
| | | return Camp == BattleCamp.Red ? BattleCamp.Blue : BattleCamp.Red; |
| | | } |
| | | |
| | | public void HaveRest() |
| | | { |
| | | // YYL TODO |
| | | // 休息状态 |
| | | // 多一个zzz的一个特效 |
| | | } |
| | | |
| | | #if UNITY_EDITOR_STOP_USING |
| | | public void EditorRevive() |
| | | { |