using UnityEngine; using System.Collections; using System.Collections.Generic; using System; namespace YLBattle { public interface IBattleGlobalOper { #region 测试 /// /// 己方胜利结束战斗 /// /// /// void TestModifyBattleResult(bool _bol); /// /// 修改数值 /// /// /// void TestModifyPower(string who); /// /// /// /// /// void TestCastSkill(string who, string skilltid); #endregion #region 战场相关 /// /// 战斗暂停 /// void Pause(); /// /// 战斗继续 /// void Continue(); /// /// 强制结束本次战斗 /// void Quit(); /// /// 设置倍速 /// /// true开启, false关闭 void SetSecSpeed(bool enable); /// /// 获得连击伤害率 /// int GetLianJiDamageRate(); /// /// 获取当前power概率 /// float GetBluePowerRate(); /// /// 获取当前power概率 /// float GetBlueSkillPowerRate(); /// /// 获取当前power概率 /// float GetRedSkillPowerRate(); /// /// 获取当前power(技能)值 /// float GetBlueSkillPower(); /// /// 获取连击计数 /// int GetLianJiCount(); /// /// 连击计数 /// void SetLianJiCount(); /// /// 战斗场景准备完毕 /// /// bool GetBattleFieldReadyOver(); #endregion #region UI通知事件 /// /// UI确认点击时间 /// void ConfirmUIClickCritical(string targetId); /// /// 战斗警示确认完成 /// void ConfirmBattleWarningComplete(); /// /// 战斗警示确认完成 /// void ConfirmBattleCriticalTipComplete(); /// /// 必杀(地图)确认完成 /// void ConfirmBattleMapDragComplete(); /// /// 战斗警示确认完成 /// void ConfirmBattleSkillComplete(); /// /// 确认技能释放完毕 /// void ConfirmSkillBombComplete(string who, string _skillId); /// /// 当前战场策略 /// /// EBattleStaus GetFieldPolicyType(); /// /// 确认boss介绍窗体点击事件 /// void ConfirmBossDescriptionClickTrigger(); /// /// 战斗Boss技能警示确认完成 /// void ConfirmBattleBossSkillComplete(string who, string _strSkill); #endregion #region 战斗对象 /// /// 修改指定战斗对象位置信息 /// /// 对象编号 /// x坐标 /// y坐标 void ModifyFighterPosition(string id, float x, float y); /// /// 获取指定对象属性 /// /// 对象实例id /// 属性类型 /// 属性值 float GetFighterProperty(string id, EBattleProperty tp); /// /// 通过monster占位获得plat偏移 /// /// /// int GetMonsterPlatOffset(int _seat); /// /// 每回合修复所有角色的冷却回合数和Power值属性 /// //void ModifyFighterProAtRound(); /// /// 获得指定队列 /// /// float GetTeamHp(EBattleTeam team); /// /// 寻求朋友帮助 /// /// 占位 void SetFriendHelp(int seat); #endregion #region 技能 /// /// 释放技能 /// /// /// /// 0=普攻 1=技能 /// 触发参数 void OnCastBullet(string who, string skillTid, string trg = "", bool isMarkTrg = false); /// /// 触发被动技能 /// /// 当前事件类型 /// 事件参数 /// 释放者 /// 受影响ID列 void OnTriggerPassiveSkill(int triggerType, string triggerParm = "", string casterId = "", string targetIds = ""); /// /// 释放技能 /// /// //void OnCastSkillByConsumePower(string who, bool ismark = false); /// /// [UI]角色释放必杀技能准备【提示】 /// /// 释放者 void OnManualSkillTipFromUnity(string who); /// /// 是否可释放技能 /// /// /// bool ToCheckCouldCastSkill(string who); /// /// [SkillControl.createSkillExplode]子弹碰撞事件 /// /// 子弹实例ID /// 碰撞到的目标实例ID, 没有则传递string.Empty void OnBulletCollideEvent(string id, string target); /// /// [Bullet=>ProjectileBase-Update]修改子弹当前位置 /// /// 子弹实例ID /// 坐标 void ModifyBulletPostion(string id, Vector3 pos); /// /// 标记子弹为消亡状态 /// /// 子弹实例ID void MarkBulletDead(string id); #endregion } }