yyl
2025-09-05 bb145d27787e6d54cb4bf0995cf11a41d1c9e67d
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using System;
using System.Collections.Generic;
using UnityEngine;
 
public class SkillEffect
{
    protected SkillConfig skillConfig;
    protected BattleObject caster;
    protected HB427_tagSCUseSkill tagUseSkillAttack;// 目标列表
 
    protected bool isFinish = false;
 
    protected Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit;
 
    public SkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack)
    {
        skillConfig = _skillConfig;
        caster = _caster;
        tagUseSkillAttack = _tagUseSkillAttack;
    }
 
    //  
    public virtual void Play(Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit)
    {
        onHit = _onHit;
        if (skillConfig.EffectId > 0)
        {
            caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId, caster.heroRectTrans, caster.Camp);
        }
        if (skillConfig.EffectId2 > 0)
        {
            caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId2, caster.heroRectTrans, caster.Camp);
        }
    }
 
    public virtual void Run()
    {
 
    }
 
    public virtual void OnMiddleFrameEnd(int times, int hitIndex)
    {
 
    }
 
    public virtual void OnMiddleFrameStart(int times)
    {
        if (skillConfig.MStartEffectId <= 0)
            return;
        //  中摇固定特效
        caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.MStartEffectId, caster.heroGo.transform, caster.Camp);
    }
    
    /// <summary>
    /// 后摇开始
    /// </summary>
    public virtual void OnFinalFrameStart()
    {
 
    }
 
    /// <summary>
    /// 后摇结束
    /// </summary>
    public virtual void OnFinalFrameEnd()
    {
 
    }
    
    public virtual bool IsFinished()
    {
        return isFinish;
    }
 
    public virtual void ForceFinished()
    {
        isFinish = true;
    }
}