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Skills.h
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#pragma once
#include "SKILL.h"
#include "Shield.h"
#include "RenderPool.h"
#include "SceneManager.h"
#ifndef SKILLS_H_
#define SKILLS_H_
class Bullet;
class Hero;
class Skills :
public SKILL
{
public:
//扣蓝一般在放技能之前。。。除了有些持续耗蓝的技能。。虽然也可以做在之前。。
//技能可以产生技能!用this指针
//nohost=nocost
Skills(GameObject* host, int skilltype1, int last_time = 0, bool effectall = false);
~Skills();
virtual int GetAnimID(){ return skilltype; };
virtual void born();
virtual void action();
virtual void effect(GameObject *vir);
virtual void AfterOneEffect();
virtual void AfterPlayDeadAnim(){ delay = 0; };
virtual int GetCollisionRange(){ return GetRange(); };
virtual bool IsMine()
{
if (skilltype == LENSPART)
return true;
else
return false;
}
virtual void Underattack(GameObject *a)
{
}
void ForceToStop()
{
//此函数用于强制停止有目标的移动:
TX = GetX();
TY = GetY();
}
virtual bool interaction(GameObject *vir);
virtual bool Start()
{
return false;
};
virtual int TellType(){ return ANIM; };
virtual void death();
virtual bool EffectAll(){ return effectall; };
private:
int skilltype;
float TX, TY;
double info;
int info2;
bool effective;
int delay;
bool followhost;
bool effectall;
GameObject *ctrltarget;
};
#endif