| | |
| | | private float bounceTime = 0.2f; // 每次弹射时间 |
| | | private float bounceElapsed = 0f; |
| | | |
| | | public BounceBulletCurve(BattleObject caster, SkillConfig skillConfig, BattleEffectPlayer effectPlayer, |
| | | public BounceBulletCurve(BattleObject caster, SkillConfig skillConfig, SkillSkinConfig _skillSkinConfig, BattleEffectPlayer effectPlayer, |
| | | RectTransform target, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hurtList, int bulletIndex, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit) |
| | | : base(caster, skillConfig, effectPlayer, target, hurtList, bulletIndex, onHit) |
| | | : base(caster, skillConfig, _skillSkinConfig, effectPlayer, target, hurtList, bulletIndex, onHit) |
| | | { |
| | | this.hurtList = hurtList; |
| | | } |
| | |
| | | { |
| | | start = WorldToLocalAnchoredPosition(bulletTrans.position) + bulletOffset; |
| | | end = WorldToLocalAnchoredPosition(target.position); |
| | | duration = Vector2.Distance(start, end) / skillConfig.BulletFlySpeed; |
| | | duration = Vector2.Distance(start, end) / skillSkinConfig.BulletFlySpeed; |
| | | } |
| | | } |
| | | |