| | |
| | | |
| | | RectTransform effectTrans = effectPlayer.transform as RectTransform; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, skillSkinConfig, effectPlayer, targetTransform, tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, skillSkinConfig, effectPlayer, targetTransform, HurtListAsList, bulletIndex, (index, hitList) => |
| | | { |
| | | if (isFinish) |
| | | return; |
| | |
| | | |
| | | int tempBulletIndex = bulletIndex; |
| | | |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, skillSkinConfig, effectPlayer, target.GetRectTransform(), tagUseSkillAttack.HurtList.ToList(), bulletIndex, (index, hitList) => |
| | | var bulletCurve = BulletCurveFactory.CreateBulletCurve(caster, skillConfig, skillSkinConfig, effectPlayer, target.GetRectTransform(), HurtListAsList, bulletIndex, (index, hitList) => |
| | | { |
| | | if (skillSkinConfig.BulletPath == 4) |
| | | { |