Main/System/Battle/SkillEffect/SkillEffect.cs
@@ -6,48 +6,53 @@
{
    protected SkillConfig skillConfig;
    protected BattleObject caster;
    protected H0604_tagUseSkillAttack tagUseSkillAttack;// 目标列表
    protected HB427_tagSCUseSkill tagUseSkillAttack;// 目标列表
    public SkillEffect(SkillConfig _skillConfig, BattleObject _caster, H0604_tagUseSkillAttack _tagUseSkillAttack)
    protected bool isFinish = false;
    protected Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit;
    public SkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack)
    {
        skillConfig = _skillConfig;
        caster = _caster;
        tagUseSkillAttack = _tagUseSkillAttack;
    }
    public Action OnHit; // 表现到达目标时回调
    //  
    public virtual void Play(Action<int, List<H0604_tagUseSkillAttack.tagSkillHurtObj>> _onHit)
    public virtual void Play(Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> _onHit)
    {
        // OnHit = _onHit;
        // switch (skillConfig.effectType)
        // {
        //     case SkillEffectType.StageEffect:
        //         Debug.LogError("播放场景特效");
        //         break;
        //     case SkillEffectType.Bullet:
        //         // 伪代码:表现子弹飞行
        //         Debug.Log("播放子弹特效");
        //         // 到达目标时
        //         OnHit?.Invoke();
        //         break;
        //     case SkillEffectType.Direct:
        //         // 伪代码:直接在目标身上播放特效
        //         Debug.Log("播放直接特效");
        //         OnHit?.Invoke();
        //         break;
        //     case SkillEffectType.BuffEffect:
        //         // 伪代码:播放持续特效
        //         Debug.Log("播放Buff特效");
        //         break;
        //     default:
        //         break;
        // }
        onHit = _onHit;
        if (skillConfig.EffectId > 0)
        {
            caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId, caster.heroRectTrans, caster.Camp);
        }
        if (skillConfig.EffectId2 > 0)
        {
            caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.EffectId2, caster.heroRectTrans, caster.Camp);
        }
    }
    public virtual void Run()
    {
    }
    public virtual void OnMiddleFrameEnd(int times, int hitIndex)
    {
    }
    public virtual void OnMiddleFrameStart(int times)
    {
        if (skillConfig.MStartEffectId <= 0)
            return;
        //  中摇固定特效
        caster.battleField.battleEffectMgr.PlayEffect(caster.ObjID, skillConfig.MStartEffectId, caster.heroGo.transform, caster.Camp);
    }
    public virtual bool IsFinished()
    {
        return isFinish;
    }
}