using System.Collections.Generic; using Cielonos.MainGame.Characters; using UnityEngine; namespace Cielonos.MainGame { public partial class BattleManager { public partial class EnemySubmodule { public CharacterBase GetNearestEnemy(List enemies) { CharacterBase nearestEnemy = enemies.Count > 0 ? enemies[0] : null; return nearestEnemy; } /// /// 获取可被扰乱的敌人列表: /// 目前获取的是本来不受到Disruption打断,但当前可以受到Disruption打断的敌人 /// public List GetDisruptableEnemies(List enemies, BreakthroughType breakthroughType = BreakthroughType.Disruption) { List disruptableEnemies = new List(); foreach (CharacterBase enemy in enemies) { if (!enemy.reactionSc.breakthroughResistances[breakthroughType].Value && enemy.reactionSc.originalBreakthroughResistances[breakthroughType]) { disruptableEnemies.Add(enemy); } } return disruptableEnemies; } } } }