IBattleGlobalOper.cs 7.0 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System;
  5. namespace YLBattle
  6. {
  7. public interface IBattleGlobalOper
  8. {
  9. #region 测试
  10. /// <summary>
  11. /// 己方胜利结束战斗
  12. /// </summary>
  13. /// <param name="who"></param>
  14. /// <param name="hp"></param>
  15. void TestModifyBattleResult(bool _bol);
  16. /// <summary>
  17. /// 修改数值
  18. /// </summary>
  19. /// <param name="who"></param>
  20. /// <param name="hp"></param>
  21. void TestModifyPower(string who);
  22. /// <summary>
  23. ///
  24. /// </summary>
  25. /// <param name="who"></param>
  26. /// <param name="skilltid"></param>
  27. void TestCastSkill(string who, string skilltid);
  28. #endregion
  29. #region 战场相关
  30. /// <summary>
  31. /// 战斗暂停
  32. /// </summary>
  33. void Pause();
  34. /// <summary>
  35. /// 战斗继续
  36. /// </summary>
  37. void Continue();
  38. /// <summary>
  39. /// 强制结束本次战斗
  40. /// </summary>
  41. void Quit();
  42. /// <summary>
  43. /// 设置倍速
  44. /// </summary>
  45. /// <param name="enable">true开启, false关闭</param>
  46. void SetSecSpeed(bool enable);
  47. /// <summary>
  48. /// 获得连击伤害率
  49. /// </summary>
  50. int GetLianJiDamageRate();
  51. /// <summary>
  52. /// 获取当前power概率
  53. /// </summary>
  54. float GetBluePowerRate();
  55. /// <summary>
  56. /// 获取当前power概率
  57. /// </summary>
  58. float GetBlueSkillPowerRate();
  59. /// <summary>
  60. /// 获取当前power概率
  61. /// </summary>
  62. float GetRedSkillPowerRate();
  63. /// <summary>
  64. /// 获取当前power(技能)值
  65. /// </summary>
  66. float GetBlueSkillPower();
  67. /// <summary>
  68. /// 获取连击计数
  69. /// </summary>
  70. int GetLianJiCount();
  71. /// <summary>
  72. /// 连击计数
  73. /// </summary>
  74. void SetLianJiCount();
  75. /// <summary>
  76. /// 战斗场景准备完毕
  77. /// </summary>
  78. /// <returns></returns>
  79. bool GetBattleFieldReadyOver();
  80. #endregion
  81. #region UI通知事件
  82. /// <summary>
  83. /// UI确认点击时间
  84. /// </summary>
  85. void ConfirmUIClickCritical(string targetId);
  86. /// <summary>
  87. /// 战斗警示确认完成
  88. /// </summary>
  89. void ConfirmBattleWarningComplete();
  90. /// <summary>
  91. /// 战斗警示确认完成
  92. /// </summary>
  93. void ConfirmBattleCriticalTipComplete();
  94. /// <summary>
  95. /// 必杀(地图)确认完成
  96. /// </summary>
  97. void ConfirmBattleMapDragComplete();
  98. /// <summary>
  99. /// 战斗警示确认完成
  100. /// </summary>
  101. void ConfirmBattleSkillComplete();
  102. /// <summary>
  103. /// 确认技能释放完毕
  104. /// </summary>
  105. void ConfirmSkillBombComplete(string who, string _skillId);
  106. /// <summary>
  107. /// 当前战场策略
  108. /// </summary>
  109. /// <returns></returns>
  110. EBattleStaus GetFieldPolicyType();
  111. /// <summary>
  112. /// 确认boss介绍窗体点击事件
  113. /// </summary>
  114. void ConfirmBossDescriptionClickTrigger();
  115. /// <summary>
  116. /// 战斗Boss技能警示确认完成
  117. /// </summary>
  118. void ConfirmBattleBossSkillComplete(string who, string _strSkill);
  119. #endregion
  120. #region 战斗对象
  121. /// <summary>
  122. /// 修改指定战斗对象位置信息
  123. /// </summary>
  124. /// <param name="id">对象编号</param>
  125. /// <param name="x">x坐标</param>
  126. /// <param name="y">y坐标</param>
  127. void ModifyFighterPosition(string id, float x, float y);
  128. /// <summary>
  129. /// 获取指定对象属性
  130. /// </summary>
  131. /// <param name="id">对象实例id</param>
  132. /// <param name="tp">属性类型</param>
  133. /// <returns>属性值</returns>
  134. float GetFighterProperty(string id, EBattleProperty tp);
  135. /// <summary>
  136. /// 通过monster占位获得plat偏移
  137. /// </summary>
  138. /// <param name="_seat"></param>
  139. /// <returns></returns>
  140. int GetMonsterPlatOffset(int _seat);
  141. /// <summary>
  142. /// 每回合修复所有角色的冷却回合数和Power值属性
  143. /// </summary>
  144. //void ModifyFighterProAtRound();
  145. /// <summary>
  146. /// 获得指定队列
  147. /// </summary>
  148. /// <returns></returns>
  149. float GetTeamHp(EBattleTeam team);
  150. /// <summary>
  151. /// 寻求朋友帮助
  152. /// </summary>
  153. /// <param name="seat">占位</param>
  154. void SetFriendHelp(int seat);
  155. #endregion
  156. #region 技能
  157. /// <summary>
  158. /// 释放技能
  159. /// </summary>
  160. /// <param name="who"></param>
  161. /// <param name="skillTid"></param>
  162. /// <param name="_type">0=普攻 1=技能</param>
  163. /// <param name="triggerParm">触发参数</param>
  164. void OnCastBullet(string who, string skillTid, string trg = "", bool isMarkTrg = false);
  165. /// <summary>
  166. /// 触发被动技能
  167. /// </summary>
  168. /// <param name="triggerType">当前事件类型</param>
  169. /// <param name="triggerParm">事件参数</param>
  170. /// <param name="casterId">释放者</param>
  171. /// <param name="targetIds">受影响ID列</param>
  172. void OnTriggerPassiveSkill(int triggerType, string triggerParm = "", string casterId = "", string targetIds = "");
  173. /// <summary>
  174. /// 释放技能
  175. /// </summary>
  176. /// <param name="who"></param>
  177. //void OnCastSkillByConsumePower(string who, bool ismark = false);
  178. /// <summary>
  179. /// [UI]角色释放必杀技能准备【提示】
  180. /// </summary>
  181. /// <param name="who">释放者</param>
  182. void OnManualSkillTipFromUnity(string who);
  183. /// <summary>
  184. /// 是否可释放技能
  185. /// </summary>
  186. /// <param name="who"></param>
  187. /// <returns></returns>
  188. bool ToCheckCouldCastSkill(string who);
  189. /// <summary>
  190. /// [SkillControl.createSkillExplode]子弹碰撞事件
  191. /// </summary>
  192. /// <param name="id">子弹实例ID</param>
  193. /// <param name="target">碰撞到的目标实例ID, 没有则传递string.Empty</param>
  194. void OnBulletCollideEvent(string id, string target);
  195. /// <summary>
  196. /// [Bullet=>ProjectileBase-Update]修改子弹当前位置
  197. /// </summary>
  198. /// <param name="id">子弹实例ID</param>
  199. /// <param name="pos">坐标</param>
  200. void ModifyBulletPostion(string id, Vector3 pos);
  201. /// <summary>
  202. /// 标记子弹为消亡状态
  203. /// </summary>
  204. /// <param name="id">子弹实例ID</param>
  205. void MarkBulletDead(string id);
  206. #endregion
  207. }
  208. }