| | |
| | | eag.TakeDamage(damage, fpos, null); |
| | | if (!eag.opponentAgent) |
| | | { |
| | | if (GameUI.instanceExists) |
| | | GameUI.instance.generateBloodText(fpos, damage); |
| | | else if (EndlessGameUI.instanceExists) |
| | | EndlessGameUI.instance.generateBloodText(fpos, damage); |
| | | // if (GameUI.instanceExists) |
| | | // GameUI.instance.generateBloodText(fpos, damage); |
| | | // else if (EndlessGameUI.instanceExists) |
| | | // EndlessGameUI.instance.generateBloodText(fpos, damage); |
| | | } |
| | | |
| | | if (!isDeath && eag.isDead) |
| | |
| | | eag.TakeDamage(damage, fpos, null); |
| | | if (!eag.opponentAgent) |
| | | { |
| | | if (GameUI.instanceExists) |
| | | GameUI.instance.generateBloodText(fpos, damage); |
| | | else if (EndlessGameUI.instanceExists) |
| | | EndlessGameUI.instance.generateBloodText(fpos, damage); |
| | | // if (GameUI.instanceExists) |
| | | // GameUI.instance.generateBloodText(fpos, damage); |
| | | // else if (EndlessGameUI.instanceExists) |
| | | // EndlessGameUI.instance.generateBloodText(fpos, damage); |
| | | } |
| | | |
| | | eag.PlayFireSkillHit(); |
| | |
| | | eag.TakeDamage(damage, fpos, null); |
| | | if (!eag.opponentAgent) |
| | | { |
| | | if (GameUI.instanceExists) |
| | | GameUI.instance.generateBloodText(fpos, damage); |
| | | else if (EndlessGameUI.instanceExists) |
| | | EndlessGameUI.instance.generateBloodText(fpos, damage); |
| | | // if (GameUI.instanceExists) |
| | | // GameUI.instance.generateBloodText(fpos, damage); |
| | | // else if (EndlessGameUI.instanceExists) |
| | | // EndlessGameUI.instance.generateBloodText(fpos, damage); |
| | | } |
| | | |
| | | eag.PlayFireSkillHit(); |
| | |
| | | eag.TakeDamage(damage, fpos, null); |
| | | if (!eag.opponentAgent) |
| | | { |
| | | if (GameUI.instanceExists) |
| | | GameUI.instance.generateBloodText(fpos, damage); |
| | | else if (EndlessGameUI.instanceExists) |
| | | EndlessGameUI.instance.generateBloodText(fpos, damage); |
| | | // if (GameUI.instanceExists) |
| | | // GameUI.instance.generateBloodText(fpos, damage); |
| | | // else if (EndlessGameUI.instanceExists) |
| | | // EndlessGameUI.instance.generateBloodText(fpos, damage); |
| | | } |
| | | if (eag.isDead) |
| | | ++deathCount; |
| | |
| | | Damager damager = ag.GetComponent<Damager>(); |
| | | ag.TakeDamage(chainAttackHurt, ag.position, alignment); |
| | | // 处理飘字效果: |
| | | if ((ag.liveID == tid) && (!ag.opponentAgent)) |
| | | { |
| | | if (GameUI.instanceExists) |
| | | GameUI.instance.generateBloodText(ag.position, chainAttackHurt); |
| | | else if (EndlessGameUI.instanceExists) |
| | | EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt); |
| | | } |
| | | // if ((ag.liveID == tid) && (!ag.opponentAgent)) |
| | | // { |
| | | // if (GameUI.instanceExists) |
| | | // GameUI.instance.generateBloodText(ag.position, chainAttackHurt); |
| | | // else if (EndlessGameUI.instanceExists) |
| | | // EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt); |
| | | // } |
| | | } |
| | | listBlood.Clear(); |
| | | |