using Fort23.Common; using Fort23.Core; using Fort23.UTool; using GameLogic.Combat.Buff; using UnityEngine; using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface; namespace GameLogic.Combat.Hero { public class ShowBaiscEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle { public bool IsEnemy { get; set; } public bool isDie { get; set; } public int number; public CombatHeroInfo CurrCombatHeroInfo; public CombatHeroInfo MaxCombatHeroInfo; public CombatAIBasic CombatAIBasic; public CombatHeroGameObject combatHeroGameObject; public CombatHeroTimeLineControl combatHeroTimeLineControl; public HeroAnimtionBasic combatHeroAnimtion; public CombatHeroSkillControlBasic CombatHeroSkillControl; public BuffControl BuffControl; public BetterList heroLoopParticle = new BetterList(); public ShieldsBarrier ShieldsBarrier; public override void ActiveObj() { } public override void DormancyObj() { } public async CTask InitShieldsFx() { ShieldsBarrier = new ShieldsBarrier(); await ShieldsBarrier.Init(this); // ShieldsFx.SetActive(false); } public virtual Vector3 dotPos { get { return combatHeroGameObject.position; } } public virtual Vector3 faceDir { get { return combatHeroGameObject.transform.forward; } } public string guidName { get; } public T This() { return (T)(object)this; } public virtual T GetILifetCycleHitPoint(string hitPoinName, bool isStandType, bool isIgnoreHind) where T : ILifetCycleHitPoint { throw new System.NotImplementedException(); } public virtual T GetMainHotPoin(bool isIgnoreHind) where T : ILifetCycleHitPoint { throw new System.NotImplementedException(); } } }