local baseClass = require("UAuto/TestCases/Element/ElementBase") local UAutoLuaTestCase = class("ElectricReaction", baseClass) local self = UAutoLuaTestCase self.TestFixture = "ElectricReaction" self.Category = "元素" self.Description = "元素反应-电" self.Element = "Electric" self.NegativeMonster = self:GetMonsterArrayByElement(self.Element)[1] self.PositiveMonster = self:GetMonsterArrayByElement(self.Element)[2] self.OrderIndex = 1; self.CheckElectricShock = { Order = self.OrderIndex, Type = CaseType.MonoTest, Description = "电元素怪物对武将的电击效果", Action = UAutoCoroutine(function() yield_return(self.base:RunGM("goto "..self.GrassPos,true,true)) yield_return(self.base:RunGM("LEVEL 1")) yield_return(self.base:RunGM("KILL MONSTER ALL")) yield_return(self.base:RunGM("WUDI ON")) self.base:MonsterAI(false) yield_return(self.base:RunGM("MONSTER "..tostring(self.NegativeMonster["id"]).." 1 1")) yield_return(self:WaitFoundEntity(self.NegativeMonster["keyword"])) yield_return(self.base:CheckAnimateOn("ElectricShock")) end) } self.OrderIndex = self.OrderIndex + 1; self.CheckPosNegElectric = { Order = self.OrderIndex, Type = CaseType.MonoTest, Description = "正负电元素怪物通电效果", Action = UAutoCoroutine(function() yield_return(self.base:RunGM("MONSTER "..tostring(self.PositiveMonster["id"]).." 1 1")) yield_return(self.base:CheckElectricReaction("ElectricPositive", self.foundEntity)) yield_return(self.base:CheckElectricReaction("DischargeOff", self.foundEntity)) yield_return(self.base:RunGM("KILL MONSTER ALL")) end) } return self