| | |
| | | private float bounceElapsed = 0f; |
| | | |
| | | public BounceBulletCurve(BattleObject caster, SkillConfig skillConfig, BattleEffectPlayer effectPlayer, |
| | | RectTransform target, HB427_tagSCUseSkill tagUseSkillAttack, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit) |
| | | : base(caster, skillConfig, effectPlayer, target, tagUseSkillAttack, onHit) |
| | | RectTransform target, HB427_tagSCUseSkill tagUseSkillAttack, int bulletIndex, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit) |
| | | : base(caster, skillConfig, effectPlayer, target, tagUseSkillAttack, bulletIndex, onHit) |
| | | { |
| | | this.hurtList = new List<HB427_tagSCUseSkill.tagSCUseSkillHurt>(tagUseSkillAttack.HurtList); |
| | | } |
| | |
| | | if (t >= 1f) |
| | | { |
| | | // 命中当前目标 |
| | | onHit?.Invoke(curIndex, hurtList); |
| | | onHit?.Invoke(mBulletIndex, hurtList); |
| | | |
| | | curIndex++; |
| | | if (curIndex >= hurtList.Count) |