yyl
18 小时以前 78a9b0e3a368d2b59fd6559a2be1f50d32040ea0
Main/System/Battle/SkillEffect/SkillEffect.cs
@@ -4,16 +4,20 @@
public class SkillEffect
{
    protected SkillBase skillBase;
    protected SkillConfig skillConfig;
    protected BattleObject caster;
    protected HB427_tagSCUseSkill tagUseSkillAttack;// 目标列表
    protected bool isFinish = false;
    protected bool isFinishFrameEnd = false;
    protected Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit;
    public SkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack)
    public SkillEffect(SkillBase _skillBase, SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack)
    {
        skillBase = _skillBase;
        skillConfig = _skillConfig;
        caster = _caster;
        tagUseSkillAttack = _tagUseSkillAttack;
@@ -25,11 +29,11 @@
        onHit = _onHit;
        if (skillConfig.EffectId > 0)
        {
            caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId, caster.heroRectTrans, caster.Camp);
            caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.EffectId, caster.heroRectTrans, caster.Camp);
        }
        if (skillConfig.EffectId2 > 0)
        {
            caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId2, caster.heroRectTrans, caster.Camp);
            caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.EffectId2, caster.heroRectTrans, caster.Camp);
        }
    }
@@ -48,7 +52,7 @@
        if (skillConfig.MStartEffectId <= 0)
            return;
        //  中摇固定特效
        caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.MStartEffectId, caster.heroGo.transform, caster.Camp);
        caster.battleField.battleEffectMgr.PlayEffect(caster, skillConfig.MStartEffectId, caster.heroGo.transform, caster.Camp);
    }
    
    /// <summary>
@@ -64,16 +68,17 @@
    /// </summary>
    public virtual void OnFinalFrameEnd()
    {
        isFinishFrameEnd = true;
    }
    
    public virtual bool IsFinished()
    {
        return isFinish;
        return isFinish && isFinishFrameEnd;
    }
    public virtual void ForceFinished()
    {
        isFinish = true;
        isFinishFrameEnd = true;
    }
}