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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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public class ObjectItemSettleManager : Singleton<ObjectItemSettleManager> |
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{ |
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public List<EnemyNode> readyToActivateEffects = new List<EnemyNode>(); |
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private void Start() |
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{ |
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GameManager.Instance.usedCardEvent += StartSettleAllBlocks; |
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} |
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public void StartSettleAllBlocks() |
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{ |
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StartCoroutine(SettleAllBlocks(readyToActivateEffects)); |
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} |
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public IEnumerator SettleAllBlocks(List<EnemyNode> blockNodes) |
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{ |
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yield return new WaitForSeconds(0.5f);//开始先等待确认伤害已经打出,或者更改伤害打出的携程确保伤害输出后再开启结算
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List<EnemyNode> blockNodesNew = new List<EnemyNode>(); |
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for (int i = 0; i < blockNodes.Count; i++) |
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{ |
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Debug.Log("范围地块血量" + blockNodes[i].EnemyState.currentNumberOfHits); |
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if (blockNodes[i].EnemyState.currentNumberOfHits <= 0) |
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{ |
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List<MapUnity> mapUnities = blockNodes[i].PreviewColorRange(); |
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if (mapUnities != null) |
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{ |
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foreach (var node in mapUnities) |
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{ |
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if (node.enemyNode != null && blockNodesNew.Contains(node.enemyNode) == false&&node .enemyNode != blockNodes[i]) |
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{ |
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blockNodesNew.Add(node.enemyNode); |
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} |
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} |
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} |
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yield return StartCoroutine(blockNodes[i].ActiveEffect()); |
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if (mapUnities != null) |
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{ |
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Debug.Log("范围" + mapUnities.Count); |
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} |
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else |
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{ |
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Debug.Log("范围空"); |
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} |
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} |
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} |
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if(blockNodesNew .Count >0) |
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{ |
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StartCoroutine(SettleAllBlocks(blockNodesNew)); |
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} |
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} |
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public void ActivateEffects(EnemyNode enemyNode) |
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{ |
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//enemyNode .
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} |
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} |
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fileFormatVersion: 2 |
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guid: 90ef6bc6f4b6bb14287b411057d7c3f3 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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