| | |
| | | return; |
| | | } |
| | | int[] effectPos = effectPlayer.effectConfig.effectPos; |
| | | effectPlayer.transform.position = battleObject.heroRectTrans.position; |
| | | effectPlayer.transform.position = battleObject.GetPosition(); |
| | | if (null != effectPos && effectPos.Length >= 2) |
| | | { |
| | | effectPlayer.rectTrans.anchoredPosition += new Vector2(effectPos[0], effectPos[1]); |
| | |
| | | else |
| | | { |
| | | BattleEffectPlayer effect = battleObject.battleField.battleEffectMgr |
| | | .PlayEffect(battleObject, skillConfig.BuffEffect, battleObject.heroRectTrans, battleObject.Camp, battleObject.teamHero.modelScale); |
| | | .PlayEffect(battleObject, skillConfig.BuffEffect, battleObject.GetRectTransform(), battleObject.Camp, battleObject.teamHero.modelScale); |
| | | |
| | | effect.BindBone(battleObject, effect.effectConfig.nodeName); |
| | | |
| | |
| | | |
| | | UpdateControlState(); |
| | | |
| | | battleObject.heroInfoBar.RefreshBuff(buffDataDict.Values.ToList()); |
| | | battleObject.RefreshBuff(buffDataDict.Values.ToList()); |
| | | onBuffChanged?.Invoke(); |
| | | |
| | | // bool isUnderControl = false; |