using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 玩家_技能 /// public partial class Player { /// /// 是否在冲刺(泥罐车) /// public bool isSprint; /// /// 救护车 /// public bool isAmbulance; /// /// 无敌 /// public bool isInvincible; /// /// 回血 /// public bool isBloodReturn; /// /// 技能能量 /// [HideInInspector] public float skillEnergy; /// /// 技能 /// public Skill skill; /// /// 加能量 /// public void AddEnergy() { if (skill.e_SkillType != E_SkillType.Init) return; skillEnergy += UserDataManager.Instance.GetBoostEnergy(); UIManager.Instance.GetUI().SetSkillEnergy(skillEnergy, UserDataManager.Instance.GetEnergesis()); if (skillEnergy>=UserDataManager.Instance.GetEnergesis()) { skillEnergy = UserDataManager.Instance.GetEnergesis(); } } /// /// 满能量 /// public void FullEnergy() { skillEnergy = UserDataManager.Instance.GetEnergesis(); UIManager.Instance.GetUI().SetSkillEnergy(skillEnergy, UserDataManager.Instance.GetEnergesis()); } /// /// 设置能量 /// public void SetEnergy() { skillEnergy = 0; } }