| | |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using Core.Utilities; |
| | |
| | | // Update is called once per frame |
| | | private void Update() |
| | | { |
| | | if (isPaused || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return; |
| | | if (isPaused || EndlessGameUI.instance.state == EndlessGameUI.State.GameOver || !EndlessUIStart.instance.IsGameRunning) return; |
| | | |
| | | for (int i = 0; i < skillList.Count; ++i) |
| | | { |
| | |
| | | /// <param name="idList"></param> |
| | | public void Init(List<int> idList) |
| | | { |
| | | Debug.Log("--------------------- 初始化boss技能列表 ---------------------"); |
| | | skillIdList = idList; |
| | | |
| | | for (int i = 0; i < idList.Count; ++i) |
| | |
| | | /// </summary> |
| | | public void ClearSkillList() |
| | | { |
| | | Debug.Log("--------------------- 关卡结束,清空技能列表 ---------------------"); |
| | | for (int i = 0; i < skillList.Count; ++i) |
| | | { |
| | | skillList[i].Clear(); |
| | |
| | | { |
| | | if (isPaused) return; |
| | | |
| | | cdList.Clear(); |
| | | waitList.Clear(); |
| | | |
| | | for (int i = 0; i < skillList.Count; ++i) |
| | | { |
| | | skillList[i].Reset(); |
| | | waitList.Add(skillList[i]); |
| | | } |
| | | |
| | | cdList.Clear(); |
| | | waitList.Clear(); |
| | | isPaused = true; |
| | | ChangeState(EndlessBossSkillState.Init); |
| | | ClearEvent(); |
| | |
| | | return new BossSkillBubbleBomb(data); |
| | | case EndlessBossSkillType.WoodPile: |
| | | return new BossSkillWoodPile(data); |
| | | case EndlessBossSkillType.BondageBubble: |
| | | return new BossSkillBondageBubble(data); |
| | | } |
| | | |
| | | return null; |