| Fight/Actor/AI/Process/PN_ShowSkillTip.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/AI/Process/PN_ShowSkillTip.cs.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/AI/Process/ProcessManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/AI/Process/ProcessNode.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/AI/Process/SoProcessNode.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/RidingPet/RidingPetBossHintWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Fight/Actor/AI/Process/PN_ShowSkillTip.cs
New file @@ -0,0 +1,55 @@ using System; using Snxxz.UI; public class PN_ShowSkillTip : ProcessNode { private bool m_IsCompelete = false; public PN_ShowSkillTip(int id) { param = id; } public override void Init() { m_IsCompelete = false; var _config = bossSkillTipsConfig.Get(param); if (_config != null) { BossNotify.Notify(_config.SkillID); BossNotify.OnNotifyStateEvent -= OnNotifyCompelete; BossNotify.OnNotifyStateEvent += OnNotifyCompelete; } #if UNITY_EDITOR if (RuntimeLogUtility.s_LogProcessInfo) { UnityEngine.Debug.LogFormat("显示技能提示: {0}"); } #endif } private void OnNotifyCompelete(int id, bool ok) { if (id == param) { if (!ok) { m_IsCompelete = true; } } } public override bool IsOver() { return m_IsCompelete; } public override void UnInit() { BossNotify.OnNotifyStateEvent -= OnNotifyCompelete; } public override void Update() { } } Fight/Actor/AI/Process/PN_ShowSkillTip.cs.meta
New file @@ -0,0 +1,12 @@ fileFormatVersion: 2 guid: bdf7bb184a77d884592abb5e52bdb6ee timeCreated: 1556431442 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Fight/Actor/AI/Process/ProcessManager.cs
@@ -99,6 +99,9 @@ case ProcessNode.E_ProcessType.StartPlayerAI: m_NodeQueue.Enqueue(new PN_StartPlayerAI()); break; case ProcessNode.E_ProcessType.ShowSkillTip: m_NodeQueue.Enqueue(new PN_ShowSkillTip(_node.param)); break; } } } Fight/Actor/AI/Process/ProcessNode.cs
@@ -17,6 +17,7 @@ PlayEffect, StopEffect, StartPlayerAI, ShowSkillTip, } public int param; Fight/Actor/AI/Process/SoProcessNode.cs
@@ -109,6 +109,10 @@ else if (_node.nodeType == ProcessNode.E_ProcessType.StartPlayerAI) { } else if (_node.nodeType == ProcessNode.E_ProcessType.ShowSkillTip) { _Item(ref _node, "技能提示"); } EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(); if (GUILayout.Button("删除", GUILayout.Height(20))) System/RidingPet/RidingPetBossHintWin.cs
@@ -20,8 +20,8 @@ { var mission = dungeonModel.mission; var currentHp = (long)(mission.remainHPPer/* * 0.000001d * BOSSHP_TOTAL*/); var progress = 1 - (float)currentHp/* / BOSSHP_TOTAL*/; m_Progress.text = StringUtility.Contact((int)(progress * 100), "%"); var progress = 100 - (float)currentHp/* / BOSSHP_TOTAL*/; m_Progress.text = StringUtility.Contact((int)(progress/* * 100*/), "%"); } void DisplayTop3HurtRank()