using UnityEngine; 
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using System.Collections.Generic; 
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using System; 
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public class BuffMountAction : RecordAction 
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{ 
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    protected List<HB428_tagSCBuffRefresh> buffList; 
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    protected Action onComplete; 
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    public BuffMountAction(BattleField _battleField, List<HB428_tagSCBuffRefresh> buffPackList, Action _onComplete = null) 
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        : base(RecordActionType.Death, _battleField, null) 
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    { 
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        isFinish = false; 
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        buffList = buffPackList; 
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        onComplete = _onComplete; 
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    } 
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    public override bool IsFinished() 
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    { 
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        return isFinish; 
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    } 
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    public override void Run() 
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    { 
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        base.Run(); 
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        if (!isRunOnce) 
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        { 
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            foreach (var hB428_TagSCBuffRefresh in buffList) 
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            { 
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                SkillConfig skillConfig = SkillConfig.Get((int)hB428_TagSCBuffRefresh.SkillID); 
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                BattleObject obj = battleField.battleObjMgr.GetBattleObject((int)hB428_TagSCBuffRefresh.ObjID); 
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                if (null != skillConfig && obj != null) 
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                { 
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                    //  飘字 
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                    obj.heroInfoBar.ShowTips(skillConfig.SkillName); 
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                } 
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            } 
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            //  加buff(onComplete写了) 
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            onComplete?.Invoke(); 
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            isFinish = true; 
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            return; 
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        } 
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    } 
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    public override void ForceFinish() 
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    { 
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        if (isFinish) 
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        { 
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            return; 
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        } 
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        //  1帧就结束了 不管 
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        base.ForceFinish(); 
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    } 
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} 
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