| | |
| | | { |
| | | protected BattleObject caster; |
| | | protected SkillConfig skillConfig; |
| | | |
| | | protected SkillSkinConfig skillSkinConfig; |
| | | protected BattleEffectPlayer bulletEffect; |
| | | protected RectTransform bulletTrans; // 子弹的RectTransform |
| | | protected RectTransform target; |
| | |
| | | |
| | | protected List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hurts = new List<HB427_tagSCUseSkill.tagSCUseSkillHurt>(); |
| | | |
| | | public BulletCurve(BattleObject caster, SkillConfig skillConfig, BattleEffectPlayer bulletEffect, RectTransform target, |
| | | public BulletCurve(BattleObject caster, SkillConfig skillConfig, SkillSkinConfig _skillSkinConfig, BattleEffectPlayer bulletEffect, RectTransform target, |
| | | List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hurtList, int bulletIndex, Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit) |
| | | { |
| | | this.caster = caster; |
| | | this.skillConfig = skillConfig; |
| | | skillSkinConfig = _skillSkinConfig; |
| | | this.bulletEffect = bulletEffect; |
| | | this.target = target; |
| | | this.onHit = onHit; |
| | |
| | | { |
| | | finished = true; |
| | | onHit?.Invoke(mBulletIndex, hurts); |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, bulletEffect); |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillSkinConfig.BulletEffectId, bulletEffect); |
| | | } |
| | | |
| | | public virtual void ForceFinish() |