using System; using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; namespace GameLogic.Combat.Hero { public class CombatHeroTimeLineControl : IDisposable { public TimeLienData TimeLineData { get { return _timeLineData; } } public TimeLienData _timeLineData; private BetterList _currRunEventLogicGroupList = new BetterList(); public void Init(TimeLienData timeLienData) { _timeLineData = timeLienData; } public void AddEventLogicGroup(TimeLineEventLogicGroupBasic eventLogicGroup) { _currRunEventLogicGroupList.Add(eventLogicGroup); } public void RemoveEventLogicGroup(TimeLineEventLogicGroupBasic eventLogicGroup) { _currRunEventLogicGroupList.Remove(eventLogicGroup); } public void Update(float deltaTime) { for (int i = 0; i < _currRunEventLogicGroupList.size; i++) { _currRunEventLogicGroupList[i].Update(deltaTime); } } public void Dispose() { _currRunEventLogicGroupList.Clear(); _timeLineData = null; } } }