local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase") local UAutoLuaTestCase = class("RazorSkill", baseClass) local self = UAutoLuaTestCase self.TestFixture = "RazorSkill" self.Category = "角色技能" self.Description = "雷泽角色技能" self.OrderIndex = 0; self.OrderIndex = self.OrderIndex + 1; self.DoSkill00 = { Order = self.OrderIndex, Type = CaseType.MonoTest, Description = "普攻", Action = UAutoCoroutine(function() yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait)) yield_return(self.base:RunGM("goto "..self.safePos, true, true)) yield_return(self:ChangeAvatar("Razor")) yield_return(self.base:RunGM("WUDI ON")) yield_return(self.base:RunGM("ENERGY INFINITE ON")) local attackCount = self.doSkillCount while attackCount > 0 do yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait)) yield_return(self.base:Skill(0)) attackCount = attackCount - 1 end end) } self.OrderIndex = self.OrderIndex + 1; self.DoSkill01 = { Order = self.OrderIndex, Type = CaseType.MonoTest, Description = "加强普攻", Action = UAutoCoroutine(function() yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait)) yield_return(self.base:Skill(0, false)) yield_return(CS.UnityEngine.WaitForSeconds(2)) yield_return(self.base:SkillUp(0)) end) } self.OrderIndex = self.OrderIndex + 1; self.DoSkill1 = { Order = self.OrderIndex, Type = CaseType.MonoTest, Description = "小技能1-狼爪", Action = UAutoCoroutine(function() yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait)) yield_return(self.base:Skill(1)) end) } self.OrderIndex = self.OrderIndex + 1; self.DoSkill4 = { Order = self.OrderIndex, Type = CaseType.MonoTest, Description = "充能技(释放后接普攻)", Action = UAutoCoroutine(function() yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait)) yield_return(self.base:Skill(4)) local attackCount = self.doSkillCount while attackCount > 0 do yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait)) yield_return(self.base:Skill(0)) attackCount = attackCount - 1 end end) } return self