| | |
| | | { |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | } |
| | | |
| | | if (isFinish) |
| | | return; |
| | | |
| | | if (bulletIndex >= skillConfig.ActiveFrames.Length - 1 && bounceHitIndex >= hitList.Count) |
| | | { |
| | | isFinish = true; |
| | | } |
| | | } |
| | | else |
| | | { |
| | |
| | | // 击中就销毁子弹 |
| | | |
| | | caster.battleField.battleEffectMgr.RemoveEffect(skillConfig.BulletEffectId, effectPlayer); |
| | | |
| | | if (isFinish) |
| | | return; |
| | | |
| | | if (bulletIndex >= skillConfig.ActiveFrames.Length - 1) |
| | | { |
| | | isFinish = true; |
| | | } |
| | | } |
| | | |
| | | if (isFinish) |
| | | return; |
| | | |
| | | if (bulletIndex >= skillConfig.ActiveFrames.Length - 1) |
| | | { |
| | | isFinish = true; |
| | | } |
| | | }); |
| | | |
| | | bulletCurves.Add(bulletCurve); |