MarkMgr.cs 2.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127
  1. using UnityEngine;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. public class MarkMgr
  5. {
  6. Fighter mFighter;
  7. List<Mark> mMarkList;
  8. public List<Mark> MarkList
  9. {
  10. get { return mMarkList; }
  11. }
  12. public MarkMgr(Fighter f)
  13. {
  14. mFighter = f;
  15. mMarkList = new List<Mark>();
  16. }
  17. public SFloat GetFunValue(Buff_Function_Type funType)
  18. {
  19. if (mMarkList == null) return 0;
  20. SFloat totalVal = 0;
  21. for(int idx =0; idx < mMarkList.Count;idx++)
  22. {
  23. totalVal += mMarkList[idx].GetFunValue(funType);
  24. }
  25. return totalVal;
  26. }
  27. public SFloat GetFunPercent(Buff_Function_Type funType)
  28. {
  29. if (mMarkList == null) return 0;
  30. SFloat totalVal = 0;
  31. for (int idx = 0; idx < mMarkList.Count; idx++)
  32. {
  33. totalVal += mMarkList[idx].GetFunPercent(funType);
  34. }
  35. return totalVal;
  36. }
  37. public Mark AddMark(int markId,int layer)
  38. {
  39. Mark mark = GetMark(markId);
  40. if(mark == null)
  41. {
  42. mark = new Mark(markId);
  43. mMarkList.Add(mark);
  44. }
  45. mark.AddLayer(mFighter, layer);
  46. return mark;
  47. }
  48. public void ClearMark(int markId, int layer)
  49. {
  50. Mark mark = GetMark(markId);
  51. if(mark != null)
  52. {
  53. mark.DecLayer(layer);
  54. }
  55. }
  56. public Mark GetMark(int markId)
  57. {
  58. for(int idx =0; idx < mMarkList.Count;idx++)
  59. {
  60. if(mMarkList[idx].Id == markId)
  61. {
  62. return mMarkList[idx];
  63. }
  64. }
  65. return null;
  66. }
  67. public bool HasMark(int markId)
  68. {
  69. Mark mark = GetMark(markId);
  70. return mark != null && !mark.Stopped;
  71. }
  72. public bool HasNLayerMark(int markId,int layer)
  73. {
  74. Mark mark = GetMark(markId);
  75. return mark != null && !mark.Stopped && mark.Layer >= layer;
  76. }
  77. public void Update(float deltaTime)
  78. {
  79. for(int idx = mMarkList.Count - 1; idx >= 0; idx--)
  80. {
  81. mMarkList[idx].Update(deltaTime);
  82. }
  83. for(int idx = mMarkList.Count - 1; idx >= 0; idx--)
  84. {
  85. if(mMarkList[idx].Stopped)
  86. {
  87. mMarkList.RemoveAt(idx);
  88. }
  89. }
  90. }
  91. public void Clear()
  92. {
  93. for (int idx = mMarkList.Count - 1; idx >= 0; idx--)
  94. mMarkList[idx].Stop();
  95. mMarkList.Clear();
  96. }
  97. public void Dispose()
  98. {
  99. Clear();
  100. mFighter = null;
  101. }
  102. public void OnFightingEnd()
  103. {
  104. Clear();
  105. }
  106. }