yyl
2025-09-12 c5c6c915069a1f93d10ee3d2c897beca1e100c8d
Main/System/Battle/SkillEffect/BulletCurve/BulletCurveFactory.cs
@@ -16,25 +16,26 @@
        BattleEffectPlayer bulletEffect,
        RectTransform target,
        HB427_tagSCUseSkill tagUseSkillAttack,
        int bulletIndex,
        Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit)
    {
        BulletCurve curve = null;
        switch (skillConfig.BulletPath)
        {
            case 1: // 直线消失于目标
                curve = new StraightBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit);
                curve = new StraightBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, bulletIndex, onHit);
                break;
            case 2: // 直线贯穿消失在屏幕外
                curve = new PenetrateBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit);
                curve = new PenetrateBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, bulletIndex, onHit);
                break;
            case 3: // 抛物线弧线
                curve = new BezierBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit);
                curve = new BezierBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, bulletIndex, onHit);
                break;
            case 4: // 弹射
                curve = new BounceBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit);
                curve = new BounceBulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, bulletIndex, onHit);
                break;
            default:
                curve = new BulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, onHit);
                curve = new BulletCurve(caster, skillConfig, bulletEffect, target, tagUseSkillAttack, bulletIndex, onHit);
                break;
        }