| | |
| | | } |
| | | } |
| | | |
| | | HandleHint(_hitIndex, hitList); |
| | | } |
| | | |
| | | protected void HandleHint(int _hitIndex, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hitList) |
| | | { |
| | | if (0 == _hitIndex) |
| | | { |
| | | bool needhint = false; |
| | |
| | | DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BattleStun); |
| | | Hint(caster, hintConfig); |
| | | } |
| | | } |
| | | |
| | | |
| | | for (int i = 0; i < hitList.Count; i++) |
| | | { |
| | | var hurt = hitList[i]; |
| | | |
| | | if ((hurt.AttackTypes & (int)DamageType.BreakArmor) == (int)DamageType.BreakArmor) |
| | | { |
| | | BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (battleObject != null) |
| | | { |
| | | DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.BreakArmor); |
| | | Hint(battleObject, hintConfig); |
| | | battleField.battleEffectMgr.PlayEffect(battleObject, |
| | | BattleConst.BreakArmorEffectID, battleObject.heroRectTrans, battleObject.Camp, |
| | | battleObject.teamHero.modelScale); |
| | | } |
| | | } |
| | | else if ((hurt.AttackTypes & (int)DamageType.Parry) == (int)DamageType.Parry) |
| | | { |
| | | BattleObject battleObject = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (battleObject != null) |
| | | { |
| | | DamageNumConfig hintConfig = DamageNumConfig.Get(BattleConst.Parry); |
| | | Hint(battleObject, hintConfig); |
| | | battleField.battleEffectMgr.PlayEffect(battleObject, |
| | | BattleConst.ParryEffectID, battleObject.heroRectTrans, battleObject.Camp, |
| | | battleObject.teamHero.modelScale); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | // 处理单个目标被命中:应用伤害和施法者效果 |
| | |
| | | } |
| | | |
| | | // 传递parentRecordAction,让死亡技能等待当前技能完成 |
| | | battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values), parentRecordAction); |
| | | battleField.OnObjsDead(new List<BattleDeadPack>(tempDeadPackList.Values)); |
| | | |
| | | // 1. 强制结束技能效果 |
| | | skillEffect?.ForceFinished(); |