yyl
2025-10-31 39001a600fcae2bcf27c225df8752d75fb92fef4
Main/System/Battle/SkillEffect/BulletCurve/BulletCurveFactory.cs
@@ -15,26 +15,27 @@
        SkillConfig skillConfig,
        BattleEffectPlayer bulletEffect,
        RectTransform target,
        HB427_tagSCUseSkill tagUseSkillAttack,
        List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hurtList,
        int bulletIndex,
        Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit)
    {
        BulletCurve curve = null;
        switch (skillConfig.BulletPath)
        {
            case 1: // 直线消失于目标
                curve = new StraightBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit);
                curve = new StraightBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                break;
            case 2: // 直线贯穿消失在屏幕外
                curve = new PenetrateBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit);
                curve = new PenetrateBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                break;
            case 3: // 抛物线弧线
                curve = new BezierBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit);
                curve = new BezierBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                break;
            case 4: // 弹射
                curve = new BounceBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit);
                curve = new BounceBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                break;
            default:
                curve = new BulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit);
                curve = new BulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                break;
        }