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using System;
using UnityEngine;
using XMainClient.UI;
using XMainClient.UI.UICommon;
namespace XMainClient
{
internal struct XBattleStatistics
{
public double Dps
{
get
{
return (this.m_TimeTotal > 0f) ? (this.m_Damage / (double)this.m_TimeTotal) : 0.0;
}
}
public double PrintDamage
{
get
{
return this.m_Damage - this.m_StartPrintDamage;
}
}
private double m_Damage;
private double m_StartPrintDamage;
private float m_TimeTotal;
private float m_TimeBase;
private float m_TimeEnd;
public void Reset()
{
this.m_Damage = 0.0;
this.m_TimeTotal = 0f;
}
public void AppendDamage(double damage)
{
this.m_Damage += damage;
}
public void AppendTime()
{
float time = Time.time;
this.m_TimeTotal += time - this.m_TimeBase;
this.m_TimeBase = time;
}
public void MarkTimeBaseLine()
{
this.m_TimeBase = Time.time - this.m_TimeEnd;
}
public void MarkTimEndLine()
{
this.m_TimeEnd = Time.time - this.m_TimeBase;
}
public void StartPrintDamage(float time)
{
this.m_StartPrintDamage = this.m_Damage;
XCombatStatisticsDocument specificDocument = XDocuments.GetSpecificDocument<XCombatStatisticsDocument>(XCombatStatisticsDocument.uuID);
specificDocument.bShowDamage = true;
}
public void StopPrintDamage()
{
DlgBase<DemoUI, DemoUIBehaviour>.singleton.AddMessage((this.m_Damage - this.m_StartPrintDamage).ToString("F1"));
}
}
}
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