71 lines
1.6 KiB
C#
71 lines
1.6 KiB
C#
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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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/// <summary>
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/// <20><><EFBFBD><EFBFBD>_<EFBFBD><5F><EFBFBD><EFBFBD>
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/// </summary>
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public partial class Player
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{
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/// <summary>
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/// <20>Ƿ<EFBFBD><C7B7>ڳ<EFBFBD><DAB3><EFBFBD>(<28><><EFBFBD><EFBFBD>)
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/// </summary>
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public bool isSprint;
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/// <summary>
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/// <20>Ȼ<EFBFBD><C8BB><EFBFBD>
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/// </summary>
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public bool isAmbulance;
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/// <summary>
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/// <20><EFBFBD>
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/// </summary>
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public bool isInvincible;
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/// <summary>
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/// <20><>Ѫ
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/// </summary>
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public bool isBloodReturn;
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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[HideInInspector] public float skillEnergy;
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/// <summary>
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/// <20><><EFBFBD><EFBFBD>
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/// </summary>
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public Skill skill;
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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public void AddEnergy()
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{
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if (skill.e_SkillType != E_SkillType.Init) return;
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skillEnergy += UserDataManager.Instance.GetBoostEnergy();
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UIManager.Instance.GetUI<GameUI>().SetSkillEnergy(skillEnergy, UserDataManager.Instance.GetEnergesis());
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if (skillEnergy>=UserDataManager.Instance.GetEnergesis())
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{
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skillEnergy = UserDataManager.Instance.GetEnergesis();
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}
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}
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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public void FullEnergy()
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{
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skillEnergy = UserDataManager.Instance.GetEnergesis();
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UIManager.Instance.GetUI<GameUI>().SetSkillEnergy(skillEnergy, UserDataManager.Instance.GetEnergesis());
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}
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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public void SetEnergy()
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{
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skillEnergy = 0;
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}
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}
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