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 } }