using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cysharp.Threading.Tasks;
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using DG.Tweening;
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using UnityEngine;
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public class NormalSkillEffect : SkillEffect
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{
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// protected SkillConfig skillConfig;
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// protected BattleObject caster;
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// protected List<BattleObject> targets; // 目标列表
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public NormalSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack)
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: base(_skillConfig, _caster, _tagUseSkillAttack)
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{
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}
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public override void OnMiddleFrameEnd(int times, int hitIndex)
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{
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for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++)
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{
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var hurt = tagUseSkillAttack.HurtList[i];
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BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID);
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if (target == null)
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{
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Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID);
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continue;
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}
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if (skillConfig.ExplosionEffectId > 0)
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{
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caster.battleField.battleEffectMgr.PlayEffect(target.ObjID, skillConfig.ExplosionEffectId, target.heroGo.transform, target.Camp);
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}
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if (skillConfig.ExplosionEffect2 > 0)
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{
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caster.battleField.battleEffectMgr.PlayEffect(target.ObjID, skillConfig.ExplosionEffect2, target.heroGo.transform, target.Camp);
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}
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if (skillConfig.ExplosionEffect3 > 0)
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{
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caster.battleField.battleEffectMgr.PlayEffect(target.ObjID, skillConfig.ExplosionEffect3, target.heroGo.transform, target.Camp);
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}
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}
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onHit?.Invoke(hitIndex, tagUseSkillAttack.HurtList.ToList());
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isFinish = true;
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}
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}
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