| | |
| | | { |
| | | if (isPaused || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return; |
| | | |
| | | for (int i = 0; i < skillList.Count; ++i) |
| | | { |
| | | skillList[i].Update(Time.deltaTime); |
| | | } |
| | | |
| | | for (int i = 0; i < waitList.Count; ++i) |
| | | { |
| | | if (waitList[i].IsCDCompleted) |
| | | AddSkill(waitList[i]); |
| | | } |
| | | |
| | | switch (skillState) |
| | | { |
| | | case EndlessBossSkillState.Init: |
| | |
| | | |
| | | private void HandleWait(float deltaTime) |
| | | { |
| | | for (int i = 0; i < skillList.Count; ++i) |
| | | { |
| | | skillList[i].Update(Time.deltaTime); |
| | | |
| | | if (skillList[i].IsCDCompleted) |
| | | AddSkill(skillList[i]); |
| | | } |
| | | |
| | | for (int i = 0; i < cdList.Count; ++i) |
| | | { |
| | | if (cdList[i].IsConditionOK) |
| | |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 飘字闪烁完成 |
| | | /// </summary> |
| | | private void OnGlintTitleCompleted() |
| | | { |
| | | EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSkillGlintTitleCompleted, OnGlintTitleCompleted); |
| | |
| | | { |
| | | skillList.Add(skill); |
| | | skill.Init(); |
| | | waitList.Add(skill); |
| | | } |
| | | } |
| | | |