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  | using System; 
 |  using System.Collections.Generic; 
 |  using UnityEngine; 
 |    
 |  public class BulletCurveFactory 
 |  { 
 |      // 1·直线消失于目标 
 |      // 2·直线贯穿消失在屏幕外 
 |      // 3·抛物线弧线 
 |      // 4·弹射 
 |      // 5·透明 
 |    
 |      public static BulletCurve CreateBulletCurve( 
 |          BattleObject caster, 
 |          SkillConfig skillConfig, 
 |          BattleEffectPlayer bulletEffect, 
 |          RectTransform target, 
 |          List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hurtList, 
 |          int bulletIndex, 
 |          Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit) 
 |      { 
 |          BulletCurve curve = null; 
 |          switch (skillConfig.BulletPath) 
 |          { 
 |              case 1: // 直线消失于目标 
 |                  curve = new StraightBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit); 
 |                  break; 
 |              case 2: // 直线贯穿消失在屏幕外 
 |                  curve = new PenetrateBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit); 
 |                  break; 
 |              case 3: // 抛物线弧线 
 |                  curve = new BezierBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit); 
 |                  break; 
 |              case 4: // 弹射 
 |                  curve = new BounceBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit); 
 |                  break; 
 |              default: 
 |                  curve = new BulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit); 
 |                  break; 
 |          } 
 |    
 |          curve.Reset(); 
 |    
 |          return curve; 
 |      } 
 |  } 
 |  
  |