using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace YLBattle
{
public partial class BattleManager : IBattleGlobalOper
{
#region 测试
///
/// 修改数值
///
///
///
public void TestModifyBattleResult(bool _bol)
{
EBattleTeam trgTeam = _bol ? EBattleTeam.REDTEAM : EBattleTeam.BLUETEAM;
List fighters = this.Env().mLogicFighterOper.FindTeamAliveFighter(trgTeam);
foreach (LogicFighter child in fighters)
{
child.SetProperty(EBattleProperty.HP, -1 * child.GetProperty(EBattleProperty.HPMAX));
}
}
///
/// 修改数值
///
///
///
public void TestModifyPower(string who)
{
LogicFighter fighter = this.Env().mLogicFighterOper.FindFighter(who);
if (fighter == null)
{
return;
}
fighter.ModifyProperty(EBattleProperty.NPOWER, fighter.GetProperty(EBattleProperty.NMAXPOWER));
}
///
///
///
///
///
public void TestCastSkill(string who, string skilltid)
{
//this.mBulletModel.OnCastSkill(who, skilltid);
}
#endregion
}
}