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6 天以前 485db99b5c51a971c173664cf6e808dc8424b0a0
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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;
    }
}