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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