| | |
| | | // 命格没有幻影 |
| | | } |
| | | |
| | | public override Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillBase skillBase, bool isCounter, Action onComplete) |
| | | public override Spine.TrackEntry PlaySkillAnimation(SkillConfig skillConfig, SkillSkinConfig skillSkinConfig, SkillBase skillBase, bool isCounter, Action onComplete) |
| | | { |
| | | // 命格没有技能动画,立即触发所有帧事件 |
| | | int loopCount = skillConfig.LoopCount + 1; //默认会有一次 |
| | | int frameCount = skillConfig.ActiveFrames.Length; |
| | | int loopCount = skillSkinConfig.LoopCount + 1; //默认会有一次 |
| | | int frameCount = skillSkinConfig.ActiveFrames.Length; |
| | | |
| | | // 1. 技能开始 |
| | | skillBase.OnSkillStart(); |
| | |
| | | return false; |
| | | } |
| | | |
| | | public override bool CanCastSkillAnimation(SkillConfig skillConfig) |
| | | public override bool CanCastSkillAnimation(SkillSkinConfig skillSkinConfig) |
| | | { |
| | | // 命格总是可以释放技能(从动画角度) |
| | | return true; |