| | |
| | | // protected BattleObject caster; |
| | | // protected List<BattleObject> targets; // 目标列表 |
| | | |
| | | public NormalSkillEffect(SkillConfig _skillConfig, BattleObject _caster, H0604_tagUseSkillAttack _tagUseSkillAttack) |
| | | public NormalSkillEffect(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) |
| | | { |
| | | |
| | | // // 特效炸开在阵容的中间的回调 |
| | | // Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> onHitLineUpCenter = (_hitIndex, _hurtList) => |
| | | // Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHitLineUpCenter = (_hitIndex, _hurtList) => |
| | | // { |
| | | // _onHit?.Invoke(_hitIndex, tagUseSkillAttack.HurtList.ToList()); |
| | | // }; |
| | |
| | | // continue; |
| | | // } |
| | | |
| | | // CastInTarget(target.heroGo.transform as RectTransform, (index, list) => _onHit(0, new List<H0604_tagUseSkillAttack.tagSkillHurtObj>() { hurt })); |
| | | // CastInTarget(target.heroGo.transform as RectTransform, (index, list) => _onHit(0, new List<HB427_tagSCUseSkill.tagSCUseSkillHurt>() { hurt })); |
| | | // } |
| | | // } |
| | | // else if (skillConfig.effectAnchor == SkillEffectAnchor.AlliesCenter) |
| | |
| | | // } |
| | | } |
| | | |
| | | protected void CastInTarget(RectTransform target, Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit) |
| | | protected void CastInTarget(RectTransform target, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit) |
| | | { |
| | | // EffectPlayer effectPlayer = caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId, caster.effectNode); |
| | | |