| | |
| | |
|
| | | public static event System.Action<int> OnSkillCDFinished;
|
| | | public static event System.Action<uint, int> OnSkillCast;
|
| | | public UnityEngine.Events.UnityAction<float, float> RefreshCD;
|
| | | public static UnityEngine.Events.UnityAction<int, float, float> RefreshCD;
|
| | | public event System.Action<uint> OnPreparingEnd;
|
| | | public event System.Action<uint> OnPreparingFail;
|
| | | public event System.Action OnPreparingCast;
|
| | |
|
| | | public uint OwnerID { get; private set; }
|
| | |
|
| | | public int id
|
| | | {
|
| | | public int id {
|
| | | get; private set;
|
| | | }
|
| | |
|
| | | private float m_Cd;
|
| | | public float cd
|
| | | {
|
| | | get
|
| | | {
|
| | | public float cd {
|
| | | get {
|
| | | return m_Cd;
|
| | | }
|
| | | set
|
| | | {
|
| | | set {
|
| | | m_Cd = value;
|
| | | }
|
| | | }
|
| | |
| | | public List<Vector3> warnPosList = new List<Vector3>();// 预警时候的位置
|
| | |
|
| | | private bool m_CSkillPrepareEnd;
|
| | | public bool CSkillPrepareEnd
|
| | | {
|
| | | get
|
| | | {
|
| | | public bool CSkillPrepareEnd {
|
| | | get {
|
| | | return m_CSkillPrepareEnd;
|
| | | }
|
| | | set
|
| | | {
|
| | | set {
|
| | | m_CSkillPrepareEnd = value;
|
| | | }
|
| | | }
|
| | |
| | | }
|
| | |
|
| | | private E_SkillPrepareStatus m_SSkillPrepareStatus = E_SkillPrepareStatus.None;
|
| | | public E_SkillPrepareStatus SSkillPrepareStatus
|
| | | {
|
| | | get
|
| | | {
|
| | | public E_SkillPrepareStatus SSkillPrepareStatus {
|
| | | get {
|
| | | return m_SSkillPrepareStatus;
|
| | | }
|
| | | set
|
| | | {
|
| | | set {
|
| | | m_SSkillPrepareStatus = value;
|
| | | }
|
| | | }
|
| | |
|
| | | private bool m_SkillPreparing = false;
|
| | | public bool SkillPreparing
|
| | | {
|
| | | get
|
| | | {
|
| | | public bool SkillPreparing {
|
| | | get {
|
| | | return m_SkillPreparing;
|
| | | }
|
| | | set
|
| | | {
|
| | | set {
|
| | | m_SkillPreparing = value;
|
| | | }
|
| | | }
|
| | |
|
| | | private bool m_SkillCompelete = true;
|
| | | public bool SkillCompelete
|
| | | {
|
| | | get
|
| | | {
|
| | | public bool SkillCompelete {
|
| | | get {
|
| | | return m_SkillCompelete;
|
| | | }
|
| | | set
|
| | | {
|
| | | set {
|
| | | m_SkillCompelete = value;
|
| | | //if (id == 251)
|
| | | //{
|
| | |
| | | {
|
| | | if (RefreshCD != null)
|
| | | {
|
| | | RefreshCD(cd, cd);
|
| | | RefreshCD(id, cd, cd);
|
| | | }
|
| | | }
|
| | | }
|
| | |
| | | cd = skillInfo.config.CoolDownTime * Constants.F_GAMMA;
|
| | | if (RefreshCD != null)
|
| | | {
|
| | | RefreshCD(cd, cd);
|
| | | RefreshCD(id,cd, cd);
|
| | | }
|
| | | }
|
| | | }
|