BattleManagerField.cs 3.2 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using YLBattle;
  4. namespace YLBattle
  5. {
  6. public partial class BattleManager : IBattleGlobalOper
  7. {
  8. /// <summary>
  9. /// 战斗暂停
  10. /// </summary>
  11. public void Pause()
  12. {
  13. this.Env().IsPause = true;
  14. this.Env().TimeCenter().Pause();
  15. this.Env().ShowAdapter().BattlePause();
  16. }
  17. /// <summary>
  18. /// 战斗继续
  19. /// </summary>
  20. public void Continue()
  21. {
  22. this.Env().IsPause = false;
  23. this.Env().TimeCenter().Continue();
  24. this.Env().ShowAdapter().BattleContinue();
  25. }
  26. /// <summary>
  27. /// 强制结束本次战斗
  28. /// </summary>
  29. public void Quit()
  30. {
  31. }
  32. /// <summary>
  33. /// 设置倍速
  34. /// </summary>
  35. /// <param name="enable">true开启, false关闭</param>
  36. public void SetSecSpeed(bool enable)
  37. {
  38. this.Env().isSecSpeed = enable;
  39. }
  40. /// <summary>
  41. /// 获得连击伤害率
  42. /// </summary>
  43. public int GetLianJiDamageRate()
  44. {
  45. if (this.mFieldModule.CurrentSubPolicy() != null && this.mFieldModule.CurrentSubPolicy().Type() == EBattleStaus.EBATTLE_STATUS_CRITICAL)
  46. {
  47. return this.Env().BattleLianJiDamageRate;
  48. }
  49. return 100;
  50. }
  51. /// <summary>
  52. /// 获取当前power(连击)概率
  53. /// </summary>
  54. public float GetBluePowerRate()
  55. {
  56. return this.Env().BattleCOMBOPower * 1.0f / this.Env().BlueTeamMaxPower;
  57. }
  58. /// <summary>
  59. /// 获取当前己方power(技能)概率
  60. /// </summary>
  61. public float GetBlueSkillPowerRate()
  62. {
  63. return this.Env().BattleBlueTeamSkillPower * 1.0f / this.Env().BlueTeamMaxSkillPower;
  64. }
  65. /// <summary>
  66. /// 获取当前敌方power(技能)概率
  67. /// </summary>
  68. public float GetRedSkillPowerRate()
  69. {
  70. return this.Env().BattleRedTeamSkillPower * 1.0f / this.Env().RedTeamMaxSkillPower;
  71. }
  72. /// <summary>
  73. /// 获取当前power(技能)值
  74. /// </summary>
  75. public float GetBlueSkillPower()
  76. {
  77. return this.Env().BattleBlueTeamSkillPower;
  78. }
  79. /// <summary>
  80. /// 获取连击计数
  81. /// </summary>
  82. public int GetLianJiCount()
  83. {
  84. return this.Env().BattleLianJiIndex;
  85. }
  86. /// <summary>
  87. /// (己方)连击计数
  88. /// </summary>
  89. /// <returns></returns>
  90. public void SetLianJiCount()
  91. {
  92. this.Env().LastBattleLianJiTime = this.Env().TimeCenter().Now();
  93. this.Env().BattleLianJiIndex++;
  94. }
  95. /// <summary>
  96. ///
  97. /// </summary>
  98. /// <returns></returns>
  99. public bool GetBattleFieldReadyOver()
  100. {
  101. if (this.mFieldModule.CurrentPoilcy().Type() == EBattleStaus.EBATTLE_STATUS_ARRIVAL)
  102. {
  103. return true;
  104. }
  105. return false;
  106. }
  107. }
  108. }