using System; using System.Collections.Generic; using System.Linq; using Cysharp.Threading.Tasks; using DG.Tweening; using UnityEngine; public class NormalSkillEffect : SkillEffect { // protected SkillConfig skillConfig; // protected BattleObject caster; // protected List targets; // 目标列表 public NormalSkillEffect(SkillConfig _skillConfig, BattleObject _caster, HB427_tagSCUseSkill _tagUseSkillAttack) : base(_skillConfig, _caster, _tagUseSkillAttack) { } // 技能动作第一帧 // 不用理会回调 public override void Play(Action> _onHit) { // 播放技能特效 BattleEffectPlayer battleEffectPlayer = caster.battleField.battleEffectMgr.PlayEffect( caster.ObjID, skillConfig.EffectId, caster.heroGo.transform ); } public override void Run() { base.Run(); } public override void OnMiddleFrameEnd(int times, int hitIndex) { for (int i = 0; i < tagUseSkillAttack.HurtList.Length; i++) { var hurt = tagUseSkillAttack.HurtList[i]; BattleObject target = caster.battleField.battleObjMgr.GetBattleObject((int)hurt.ObjID); if (target == null) { Debug.LogError("特效目标为空 target == null ObjId : " + hurt.ObjID); continue; } caster.battleField.battleEffectMgr.PlayEffect(target.ObjID, skillConfig.ExplosionEffectId, target.heroGo.transform); caster.battleField.battleEffectMgr.PlayEffect(target.ObjID, skillConfig.ExplosionEffect2, target.heroGo.transform); } onHit?.Invoke(hitIndex, tagUseSkillAttack.HurtList.ToList()); } public override void OnMiddleFrameStart(int times) { } }