private void PlayAnimation(Game game)
{
// if (!isGameStarted)
// isGameStarted = true;
bossInfo = game.boss;
bossInfo["hp"] = 80;
bossInfo["max_hp"] = 100;
bossInfo["mp"] = 80;
bossInfo["max_mp"] = 100;
heroInfo = game.hero;
heroInfo["hp"] = 80;
heroInfo["max_hp"] = 100;
heroInfo["mp"] = 80;
heroInfo["max_mp"] = 100;
swordInfo = game.sword;
swordInfo["hp"] = 80;
swordInfo["max_hp"] = 100;
swordInfo["mp"] = 80;
swordInfo["max_mp"] = 100;
//当三人操作完毕之后才开始渲染
//剑防御 人攻击 魔攻击
if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
(NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
{
HatkSdogeBatk hatkSdogeBatk = new HatkSdogeBatk();
hatkSdogeBatk.animationPlayOverCallbackEvent += aniCallback;
hatkSdogeBatk.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑防御 人攻击 魔放弃
else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
(NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.PASS)
{
HatkSdogBpass hatkSdogBpass = new HatkSdogBpass();
hatkSdogBpass.animationPlayOverCallbackEvent += aniCallback;
hatkSdogBpass.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑防御 人攻击 魔防御
else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
(NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
{
shied.SetActive(true);
HatkSdogeBdef hatkSdogeBdef = new HatkSdogeBdef();
hatkSdogeBdef.animationPlayOverCallbackEvent += aniCallback;
hatkSdogeBdef.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑防御 人暴击 魔攻击
else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
(NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
{
HsatkSdogeBatk hsatkSdogeBatk = new HsatkSdogeBatk();
hsatkSdogeBatk.animationPlayOverCallbackEvent += aniCallback;
hsatkSdogeBatk.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑防御 人暴击 魔放弃
else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
(NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.PASS)
{
HsatkSdogBpass hsatkSdogBpass = new HsatkSdogBpass();
hsatkSdogBpass.animationPlayOverCallbackEvent += aniCallback;
hsatkSdogBpass.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑防御 人暴击 魔防御
else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
(NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
{
shied.SetActive(true);
HsatkSdogeBdef hsatkSdogeBdef = new HsatkSdogeBdef();
hsatkSdogeBdef.animationPlayOverCallbackEvent += aniCallback;
hsatkSdogeBdef.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑防御 人放弃 魔功击
else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
(NewServer.Status)game.hero_status == NewServer.Status.PASS &&
(NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
{
HpassSpassBatk hpassSpassBatk = new HpassSpassBatk();
hpassSpassBatk.animationPlayOverCallbackEvent += aniCallback;
hpassSpassBatk.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑防御 人放弃 魔放弃
else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
(NewServer.Status)game.hero_status == NewServer.Status.PASS &&
(NewServer.Status)game.boss_status == NewServer.Status.PASS)
{
HpassSdogBpass hpassSdogBpass = new HpassSdogBpass();
hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback;
hpassSdogBpass.Process(
);
}
//剑防御 人放弃 魔防御
else if ((NewServer.Status)game.sword_status == NewServer.Status.DODGE &&
(NewServer.Status)game.hero_status == NewServer.Status.PASS &&
(NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
{
shied.SetActive(true);
HpassSdogBpass hpassSdogBpass = new HpassSdogBpass();
hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback;
hpassSdogBpass.Process();
}
//剑放弃 人放弃 魔功击
//剑放弃 人攻击 魔攻击
if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
(NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
{
bossInfo = game.boss;
heroInfo = game.hero;
swordInfo = game.sword;
HatkSpassBatk hatkSpassBatk = new HatkSpassBatk();
hatkSpassBatk.animationPlayOverCallbackEvent += aniCallback;
hatkSpassBatk.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑放弃 人攻击 魔放弃
else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
(NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.PASS)
{
HatkSpassBpass hatkSpassBpass = new HatkSpassBpass();
hatkSpassBpass.animationPlayOverCallbackEvent += aniCallback;
hatkSpassBpass.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑放弃 人攻击 魔防御
else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
(NewServer.Status)game.hero_status == NewServer.Status.ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
{
shied.SetActive(true);
HatkSpassBdef hatkSpassBdef = new HatkSpassBdef();
hatkSpassBdef.animationPlayOverCallbackEvent += aniCallback;
hatkSpassBdef.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑放弃 人暴击 魔攻击
else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
(NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
{
HsatkSpassBatk hsatkSpassBatk = new HsatkSpassBatk();
hsatkSpassBatk.animationPlayOverCallbackEvent += aniCallback;
hsatkSpassBatk.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑放弃 人暴击 魔放弃
else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
(NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.PASS)
{
HsatkSpassBpass hsatkSpassBpass = new HsatkSpassBpass();
hsatkSpassBpass.animationPlayOverCallbackEvent += aniCallback;
hsatkSpassBpass.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑放弃 人暴击 魔防御
else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
(NewServer.Status)game.hero_status == NewServer.Status.CRITICAL_ATTACK &&
(NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
{
shied.SetActive(true);
HsatkSpassBdef hsatkSpassBdef = new HsatkSpassBdef();
hsatkSpassBdef.animationPlayOverCallbackEvent += aniCallback;
hsatkSpassBdef.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑放弃 人放弃 魔功击
else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
(NewServer.Status)game.hero_status == NewServer.Status.PASS &&
(NewServer.Status)game.boss_status == NewServer.Status.ATTACK)
{
HpassSpassBatk hpassSpassBatk = new HpassSpassBatk();
hpassSpassBatk.animationPlayOverCallbackEvent += aniCallback;
hpassSpassBatk.Process(
HeroMotion,
BossMotion,
hero_hp_Max,
hero_hp_now,
hero_sp_max,
hero_sp_now,
boss_hp_Max,
boss_hp_now,
boss_sp_max,
boss_sp_now,
heroInfo,
bossInfo,
swordInfo);
}
//剑放弃 人放弃 魔放弃
else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
(NewServer.Status)game.hero_status == NewServer.Status.PASS &&
(NewServer.Status)game.boss_status == NewServer.Status.PASS)
{
HpassSdogBpass hpassSdogBpass = new HpassSdogBpass();
hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback;
hpassSdogBpass.Process(
);
}
//剑放弃 人放弃 魔防御
else if ((NewServer.Status)game.sword_status == NewServer.Status.PASS &&
(NewServer.Status)game.hero_status == NewServer.Status.PASS &&
(NewServer.Status)game.boss_status == NewServer.Status.DEFEND)
{
shied.SetActive(true);
HpassSdogBpass hpassSdogBpass = new HpassSdogBpass();
hpassSdogBpass.animationPlayOverCallbackEvent += aniCallback;
hpassSdogBpass.Process();
}
}