hch
2025-07-28 b653fb8a1b763a328f73c5a9d3845bb54a003bb0
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using System;
using System.Collections.Generic;
using UnityEngine;
 
public class Bullet
{
    protected BattleObject caster;
 
    protected SkillConfig skillConfig;
 
    protected List<H0604_tagUseSkillAttack.tagSkillHurtObj> hurtList;
 
    protected BattleField battleField;
 
    protected Action onComplete;
 
 
    protected int curFrame = 0;
 
 
    public Bullet(BattleObject _caster, SkillConfig skillConfig,
        List<H0604_tagUseSkillAttack.tagSkillHurtObj> hurtList, BattleField battleField, Action _onComplete)
    {
        this.caster = _caster;
        this.skillConfig = skillConfig;
        this.hurtList = hurtList;
        this.battleField = battleField;
        this.onComplete = _onComplete;
 
    }
 
    public virtual void Start()
    {
 
    }
    public virtual void Run()
    {
        
    }
 
    protected virtual void PlayEffect(int effectId, SkillEffectAnchor target)
    {
        // 还需要SoAttackType来判断是怎样的特效
 
        switch (target)
        {
            //  特效先不管 TODO YYL 等特效重新写过一遍后再写
 
            case SkillEffectAnchor.Caster:
                // caster.PlayEffect(effectId);
                break;
            case SkillEffectAnchor.Target:
                // caster.teamHero.PlayEffectOnAllies(effectId);
                break;
            case SkillEffectAnchor.AlliesCenter:
                // caster.teamHero.PlayEffectOnAlliesCenter(effectId);
                break;
            case SkillEffectAnchor.EnemiesCenter:
                // caster.teamHero.PlayEffectOnEnemiesCenter(effectId);
                break;
            default:
                Debug.LogWarning($"Unhandled effect target: {target}");
                break;
        }
    }
 
 
    protected virtual void PlayAudio(int audioId)
    {
        SoundPlayer.Instance.PlayUIAudio(audioId);
    }
 
    protected virtual void ShakeScreen(int intensity)
    {
        // Implement screen shaking logic here
        Debug.Log($"Shaking screen with intensity: {intensity}");
    }
 
    protected virtual void PopDamage()
    {
 
    }
 
    protected virtual void OnSkillComplete()
    {
        onComplete?.Invoke();
    }
    
    protected virtual void PlaySkill(int skillId)
    {
        
    }
}