| | |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, effectPlayer, target.heroRectTrans, tagUseSkillAttack, bulletIndex, (index, hitList) => |
| | | { |
| | | if (isFinish) |
| | | return; |
| | | |
| | | |
| | | foreach (var hurt in hitList) |
| | | { |
| | | BattleObject targetObj = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | |
| | | // 击中就销毁子弹 |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | |
| | | if (isFinish) |
| | | return; |
| | | |
| | | if (bulletIndex >= skillConfig.ActiveFrames.Length - 1) |
| | | { |
| | | isFinish = true; |