yyl
2026-02-09 d0dfe302f42f680bd3a84a29b9d58947046403c7
Main/System/Battle/SkillEffect/BulletCurve/BulletCurveFactory.cs
@@ -13,6 +13,7 @@
    public static BulletCurve CreateBulletCurve(
        BattleObject caster,
        SkillConfig skillConfig,
        SkillSkinConfig _skillSkinConfig,
        BattleEffectPlayer bulletEffect,
        RectTransform target,
        List<HB427_tagSCUseSkill.tagSCUseSkillHurt> hurtList,
@@ -20,22 +21,22 @@
        Action<int, List<HB427_tagSCUseSkill.tagSCUseSkillHurt>> onHit)
    {
        BulletCurve curve = null;
        switch (skillConfig.BulletPath)
        switch (_skillSkinConfig.BulletPath)
        {
            case 1: // 直线消失于目标
                curve = new StraightBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                curve = new StraightBulletCurve(caster, skillConfig, _skillSkinConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                break;
            case 2: // 直线贯穿消失在屏幕外
                curve = new PenetrateBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                curve = new PenetrateBulletCurve(caster, skillConfig, _skillSkinConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                break;
            case 3: // 抛物线弧线
                curve = new BezierBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                curve = new BezierBulletCurve(caster, skillConfig, _skillSkinConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                break;
            case 4: // 弹射
                curve = new BounceBulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                curve = new BounceBulletCurve(caster, skillConfig, _skillSkinConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                break;
            default:
                curve = new BulletCurve(caster, skillConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                curve = new BulletCurve(caster, skillConfig, _skillSkinConfig, bulletEffect, target, hurtList, bulletIndex, onHit);
                break;
        }