using UnityEngine;
using System.Collections;
using YLBattle;
namespace YLBattle
{
public partial class BattleManager : IBattleGlobalOper
{
///
/// 战斗暂停
///
public void Pause()
{
this.Env().IsPause = true;
this.Env().TimeCenter().Pause();
this.Env().ShowAdapter().BattlePause();
}
///
/// 战斗继续
///
public void Continue()
{
this.Env().IsPause = false;
this.Env().TimeCenter().Continue();
this.Env().ShowAdapter().BattleContinue();
}
///
/// 强制结束本次战斗
///
public void Quit()
{
}
///
/// 设置倍速
///
/// true开启, false关闭
public void SetSecSpeed(bool enable)
{
this.Env().isSecSpeed = enable;
}
///
/// 获得连击伤害率
///
public int GetLianJiDamageRate()
{
if (this.mFieldModule.CurrentSubPolicy() != null && this.mFieldModule.CurrentSubPolicy().Type() == EBattleStaus.EBATTLE_STATUS_CRITICAL)
{
return this.Env().BattleLianJiDamageRate;
}
return 100;
}
///
/// 获取当前power(连击)概率
///
public float GetBluePowerRate()
{
return this.Env().BattleCOMBOPower * 1.0f / this.Env().BlueTeamMaxPower;
}
///
/// 获取当前己方power(技能)概率
///
public float GetBlueSkillPowerRate()
{
return this.Env().BattleBlueTeamSkillPower * 1.0f / this.Env().BlueTeamMaxSkillPower;
}
///
/// 获取当前敌方power(技能)概率
///
public float GetRedSkillPowerRate()
{
return this.Env().BattleRedTeamSkillPower * 1.0f / this.Env().RedTeamMaxSkillPower;
}
///
/// 获取当前power(技能)值
///
public float GetBlueSkillPower()
{
return this.Env().BattleBlueTeamSkillPower;
}
///
/// 获取连击计数
///
public int GetLianJiCount()
{
return this.Env().BattleLianJiIndex;
}
///
/// (己方)连击计数
///
///
public void SetLianJiCount()
{
this.Env().LastBattleLianJiTime = this.Env().TimeCenter().Now();
this.Env().BattleLianJiIndex++;
}
///
///
///
///
public bool GetBattleFieldReadyOver()
{
if (this.mFieldModule.CurrentPoilcy().Type() == EBattleStaus.EBATTLE_STATUS_ARRIVAL)
{
return true;
}
return false;
}
}
}