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;
}
}