| | |
| | | case 5: |
| | | SelfShoting(); |
| | | break; |
| | | default: |
| | | Debug.LogError("子弹特效没有配置正确的TagAim,强制结束子弹特效 TagAim: " + skillConfig.TagAim); |
| | | ForceFinished(); |
| | | break; |
| | | } |
| | | } |
| | | } |
| | |
| | | private void VerticalRowShoting() |
| | | { |
| | | // 纵排分别为1、4,2、5,3、6,三组纵排,按对位规则选择,默认1号、2号或3号为主目标,前排1、2、3号位置全部死完后,4号、5号或6号为主目标 |
| | | BattleCamp battleCamp = skillConfig.TagFriendly != 0 ? caster.Camp : caster.GetEnemyCamp(); |
| | | // 攻击mininumIndex目标 |
| | | int minimumIndex = int.MaxValue; |
| | | foreach (var hurt in tagUseSkillAttack.HurtList) |
| | | { |
| | | BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); |
| | | if (target == null) |
| | | { |
| | | Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); |
| | | continue; |
| | | } |
| | | |
| | | ShotEachTargets(); |
| | | minimumIndex = Mathf.Min(target.teamHero.positionNum, minimumIndex); |
| | | } |
| | | |
| | | if (minimumIndex != int.MaxValue) |
| | | { |
| | | ShotToIndex(battleCamp, minimumIndex); |
| | | } |
| | | else |
| | | { |
| | | Debug.LogError("纵排攻击没有目标 强制结束子弹特效"); |
| | | ForceFinished(); |
| | | } |
| | | |
| | | |
| | | } |
| | | |