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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;
| }
| }
|
|