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; } } }