| | |
| | | |
| | | protected List<BulletCurve> bulletCurves = new List<BulletCurve>(); |
| | | |
| | | public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, H0604_tagUseSkillAttack _tagUseSkillAttack) |
| | | public BulletSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) |
| | | : base(_skillConfig, _caster, _tagUseSkillAttack) |
| | | { |
| | | |
| | |
| | | |
| | | |
| | | |
| | | public override void Play(Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit) |
| | | public override void Play(Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit) |
| | | { |
| | | // 弹射 另外的做法了 |
| | | if (skillConfig.effectType == SkillEffectType.Bullet && skillConfig.BulletPath == 4) |
| | |
| | | // 普通的做法 |
| | | else |
| | | { |
| | | Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> onHitFormation = (_hitIndex, _hurtList) => |
| | | Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHitFormation = (_hitIndex, _hurtList) => |
| | | { |
| | | _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); |
| | | }; |
| | |
| | | } |
| | | } |
| | | |
| | | protected void ShotToFormation(RectTransform target, Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit) |
| | | protected void ShotToFormation(RectTransform target, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit) |
| | | { |
| | | EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.effectNode); |
| | | |
| | |
| | | |
| | | } |
| | | |
| | | protected void ShotToTarget(BattleObject target, Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit) |
| | | protected void ShotToTarget(BattleObject target, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit) |
| | | { |
| | | EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.BulletEffectId, caster.effectNode); |
| | | RectTransform effectTrans = effectPlayer.transform as RectTransform; |