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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using System;
- namespace YLBattle
- {
- public interface IBattleGlobalOper
- {
- #region 测试
- /// <summary>
- /// 己方胜利结束战斗
- /// </summary>
- /// <param name="who"></param>
- /// <param name="hp"></param>
- void TestModifyBattleResult(bool _bol);
- /// <summary>
- /// 修改数值
- /// </summary>
- /// <param name="who"></param>
- /// <param name="hp"></param>
- void TestModifyPower(string who);
- /// <summary>
- ///
- /// </summary>
- /// <param name="who"></param>
- /// <param name="skilltid"></param>
- void TestCastSkill(string who, string skilltid);
- #endregion
- #region 战场相关
- /// <summary>
- /// 战斗暂停
- /// </summary>
- void Pause();
- /// <summary>
- /// 战斗继续
- /// </summary>
- void Continue();
- /// <summary>
- /// 强制结束本次战斗
- /// </summary>
- void Quit();
- /// <summary>
- /// 设置倍速
- /// </summary>
- /// <param name="enable">true开启, false关闭</param>
- void SetSecSpeed(bool enable);
- /// <summary>
- /// 获得连击伤害率
- /// </summary>
- int GetLianJiDamageRate();
- /// <summary>
- /// 获取当前power概率
- /// </summary>
- float GetBluePowerRate();
- /// <summary>
- /// 获取当前power概率
- /// </summary>
- float GetBlueSkillPowerRate();
- /// <summary>
- /// 获取当前power概率
- /// </summary>
- float GetRedSkillPowerRate();
- /// <summary>
- /// 获取当前power(技能)值
- /// </summary>
- float GetBlueSkillPower();
- /// <summary>
- /// 获取连击计数
- /// </summary>
- int GetLianJiCount();
- /// <summary>
- /// 连击计数
- /// </summary>
- void SetLianJiCount();
- /// <summary>
- /// 战斗场景准备完毕
- /// </summary>
- /// <returns></returns>
- bool GetBattleFieldReadyOver();
- #endregion
- #region UI通知事件
- /// <summary>
- /// UI确认点击时间
- /// </summary>
- void ConfirmUIClickCritical(string targetId);
- /// <summary>
- /// 战斗警示确认完成
- /// </summary>
- void ConfirmBattleWarningComplete();
- /// <summary>
- /// 战斗警示确认完成
- /// </summary>
- void ConfirmBattleCriticalTipComplete();
- /// <summary>
- /// 必杀(地图)确认完成
- /// </summary>
- void ConfirmBattleMapDragComplete();
- /// <summary>
- /// 战斗警示确认完成
- /// </summary>
- void ConfirmBattleSkillComplete();
- /// <summary>
- /// 确认技能释放完毕
- /// </summary>
- void ConfirmSkillBombComplete(string who, string _skillId);
- /// <summary>
- /// 当前战场策略
- /// </summary>
- /// <returns></returns>
- EBattleStaus GetFieldPolicyType();
- /// <summary>
- /// 确认boss介绍窗体点击事件
- /// </summary>
- void ConfirmBossDescriptionClickTrigger();
- /// <summary>
- /// 战斗Boss技能警示确认完成
- /// </summary>
- void ConfirmBattleBossSkillComplete(string who, string _strSkill);
- #endregion
- #region 战斗对象
- /// <summary>
- /// 修改指定战斗对象位置信息
- /// </summary>
- /// <param name="id">对象编号</param>
- /// <param name="x">x坐标</param>
- /// <param name="y">y坐标</param>
- void ModifyFighterPosition(string id, float x, float y);
- /// <summary>
- /// 获取指定对象属性
- /// </summary>
- /// <param name="id">对象实例id</param>
- /// <param name="tp">属性类型</param>
- /// <returns>属性值</returns>
- float GetFighterProperty(string id, EBattleProperty tp);
- /// <summary>
- /// 通过monster占位获得plat偏移
- /// </summary>
- /// <param name="_seat"></param>
- /// <returns></returns>
- int GetMonsterPlatOffset(int _seat);
- /// <summary>
- /// 每回合修复所有角色的冷却回合数和Power值属性
- /// </summary>
- //void ModifyFighterProAtRound();
- /// <summary>
- /// 获得指定队列
- /// </summary>
- /// <returns></returns>
- float GetTeamHp(EBattleTeam team);
- /// <summary>
- /// 寻求朋友帮助
- /// </summary>
- /// <param name="seat">占位</param>
- void SetFriendHelp(int seat);
- #endregion
- #region 技能
- /// <summary>
- /// 释放技能
- /// </summary>
- /// <param name="who"></param>
- /// <param name="skillTid"></param>
- /// <param name="_type">0=普攻 1=技能</param>
- /// <param name="triggerParm">触发参数</param>
- void OnCastBullet(string who, string skillTid, string trg = "", bool isMarkTrg = false);
- /// <summary>
- /// 触发被动技能
- /// </summary>
- /// <param name="triggerType">当前事件类型</param>
- /// <param name="triggerParm">事件参数</param>
- /// <param name="casterId">释放者</param>
- /// <param name="targetIds">受影响ID列</param>
- void OnTriggerPassiveSkill(int triggerType, string triggerParm = "", string casterId = "", string targetIds = "");
- /// <summary>
- /// 释放技能
- /// </summary>
- /// <param name="who"></param>
- //void OnCastSkillByConsumePower(string who, bool ismark = false);
- /// <summary>
- /// [UI]角色释放必杀技能准备【提示】
- /// </summary>
- /// <param name="who">释放者</param>
- void OnManualSkillTipFromUnity(string who);
- /// <summary>
- /// 是否可释放技能
- /// </summary>
- /// <param name="who"></param>
- /// <returns></returns>
- bool ToCheckCouldCastSkill(string who);
- /// <summary>
- /// [SkillControl.createSkillExplode]子弹碰撞事件
- /// </summary>
- /// <param name="id">子弹实例ID</param>
- /// <param name="target">碰撞到的目标实例ID, 没有则传递string.Empty</param>
- void OnBulletCollideEvent(string id, string target);
- /// <summary>
- /// [Bullet=>ProjectileBase-Update]修改子弹当前位置
- /// </summary>
- /// <param name="id">子弹实例ID</param>
- /// <param name="pos">坐标</param>
- void ModifyBulletPostion(string id, Vector3 pos);
- /// <summary>
- /// 标记子弹为消亡状态
- /// </summary>
- /// <param name="id">子弹实例ID</param>
- void MarkBulletDead(string id);
- #endregion
- }
- }
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