OvertakingLegend/Assets/Script/Player/Player_Skill.cs

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2025-03-24 03:08:22 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// <20><><EFBFBD><EFBFBD>_<EFBFBD><5F><EFBFBD><EFBFBD>
/// </summary>
public partial class Player
{
/// <summary>
/// <20>Ƿ<EFBFBD><C7B7>ڳ<EFBFBD><DAB3><EFBFBD>(<28><><EFBFBD>޳<EFBFBD>)
/// </summary>
public bool isSprint;
/// <summary>
/// <20>Ȼ<EFBFBD><C8BB><EFBFBD>
/// </summary>
public bool isAmbulance;
/// <summary>
/// <20>޵<EFBFBD>
/// </summary>
public bool isInvincible;
/// <summary>
/// <20><>Ѫ
/// </summary>
public bool isBloodReturn;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
[HideInInspector] public float skillEnergy;
/// <summary>
/// <20><><EFBFBD><EFBFBD>
/// </summary>
public Skill skill;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public void AddEnergy()
{
if (skill.e_SkillType != E_SkillType.Init) return;
skillEnergy += UserDataManager.Instance.GetBoostEnergy();
UIManager.Instance.GetUI<GameUI>().SetSkillEnergy(skillEnergy, UserDataManager.Instance.GetEnergesis());
if (skillEnergy>=UserDataManager.Instance.GetEnergesis())
{
skillEnergy = UserDataManager.Instance.GetEnergesis();
}
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public void FullEnergy()
{
skillEnergy = UserDataManager.Instance.GetEnergesis();
UIManager.Instance.GetUI<GameUI>().SetSkillEnergy(skillEnergy, UserDataManager.Instance.GetEnergesis());
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public void SetEnergy()
{
skillEnergy = 0;
}
}