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