Unity3d游戏之无cd
skill
cdtime
//UI显示时 //修改技能cd private void CDshow() { if (FightUI.fighUI != null) { for (int i = 0; i < this._playSkill.Length; i++) { if (this._playSkill[i].curCDtime < this._playSkill[i].skillCD) { FightUI.fighUI.setCD(i); PlaySkill skill1 = this._playSkill[i]; skill1.curCDtime += 100f; //设置cd时间 = skillcdtime skill1.curCDtime += Time.deltaTime; UIManager.Self.skillCD[i].fillAmount = this._playSkill[i].curCDtime / this._playSkill[i].skillCD; } else if (this._playSkill[i].mp <= this.curMp) { FightUI.fighUI.SetTrue(i); FightUI.fighUI.MPLess[i].SetActive(false); } else { FightUI.fighUI.MPLess[i].SetActive(true); FightUI.fighUI.NotOverTime[i].SetActive(false); } } } this.comboCD -= 100f; //连击cd this.comboCD-= Time.deltaTime; if (this.recover < 1f) { this.recover += Time.deltaTime; } else { this.AddHp(this.CurHpRecover); this.AddMp(this.CurMpRecover); this.recover = 0f; } } //使用skill 时 //设置mp public void SetSkill(int skill) { if (((((this._StateEnum != StateEnum.Win) && (this._StateEnum != StateEnum.Dead)) && (this._StateEnum != StateEnum.Skill)) && Data.GameRun) && !this.pause) { if (FightUI.fighUI != null) { FightUI.fighUI.canpause = true; } if (this.playclick == clickEnum.skillPoint) { this.playclick = clickEnum.all; GuideUI.self.guideTips[Data.guideCount].SetActive(false); } this.audio.clip = null; this.audio.Stop(); if ((((this._StateEnum != StateEnum.Skill) && (this._StateEnum != StateEnum.ComboAttack)) && ((this._StateEnum != StateEnum.LeapAttack) && (this._StateEnum != StateEnum.ViolentAttack))) && (((this._StateEnum != StateEnum.HeavyHit) && (this._StateEnum != StateEnum.ViolentAttack)) && ((this._playSkill[skill].curCDtime >= this._playSkill[skill].skillCD) && (this.curMp >= this._playSkill[skill].mp)))) { this._playSkill[skill].curCDtime = 0f; // 开始在这里设置cd,可时ui有问题 , FightUI.fighUI.SetFalse(skill); UIManager.Self.skillCD[skill].fillAmount = 0f; this.curMp += this._playSkill[skill].mp; //不减少mp 减少 this.curMp -= this._playSkill[skill].mp; UIManager.Self.playMpSlider.fillAmount = (this.curMp * 1f) / ((float) this.MP); this._Animator.SetFloat("Forward", -1f); this._Animator.SetInteger("AttackI", -1); if (!this.ThisRigidbody.isKinematic) { this.ThisRigidbody.velocity = Vector3.zero; } else { this.ThisRigidbody.isKinematic = false; this.ThisRigidbody.velocity = Vector3.zero; } this._StateEnum = StateEnum.Skill; this.CurAttackI = -1; this.CurSkillI = skill; if (this._playSkill[skill].havaPre) { this._Animator.Play("preSkill" + this.CurSkillI, -1, 0f); } else { this._Animator.Play("Skill" + this.CurSkillI, -1, 0f); } } } } //设置爆发 public void SetViolent() { this.audio.clip = null; this.audio.Stop(); if (((this.CurViolentTime <= 0f) && (this.curViolent >= this.playViolent)) && (((this._StateEnum != StateEnum.Hurt) && (this._StateEnum != StateEnum.Skill)) && (this._StateEnum != StateEnum.Dead))) { if (FightUI.fighUI != null) { FightUI.fighUI.canpause = true; } this.curViolent = 0x3e8; //当使用时 不清除为0 this.curViolent = 0; UIManager.Self.violentBar.fillAmount = 0f; this._Animator.SetInteger("AttackI", -1); this._Animator.Play("Violent", -1, 0f); this._StateEnum = StateEnum.ViolentAttack; if (this.playType == 0) { this.tt.enabled = true; this.changeMaterial(this.ViolentMaterial); this._Animator.speed = this.ViolentSpeed; } } }
Unity3D 游戏中对Assembly-CSharp
coins 是很容易找的
在drinks的搜索之下没有合适的,或者是修改不成功的情况下,要透过drinks ,在其他函数中寻找到关键点;