using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; namespace GameLogic.Combat.Skill.MagicSkill { public class MagicSkillBasic : SkillBasic { protected MagicAttShowBasic magicAttShowBasic; protected override void ProUseSkill() { _finishTimeLineGroupName = "-1"; ProMagicUseSkill(); } public MagicAttShowBasic InitMagicAttShowBasic(CombatHeroEntity target,System.Action finishCallBack) { MagicAttShowBasic magicAttShowBasic = null; TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic = CombatHeroEntity.combatHeroTimeLineControl.GetTimeLineEventLogicGroup( "sk1_xiaoshi"); if (timeLineEventLogicGroupBasic != null) { XiaoShiAndShow xiaoShiAndShow = new XiaoShiAndShow(); xiaoShiAndShow.Init(this); magicAttShowBasic = xiaoShiAndShow; } else { StraightLineShow straightLineShow = new StraightLineShow(); straightLineShow.Init(this); magicAttShowBasic = straightLineShow; } magicAttShowBasic.SetInfo(target, finishCallBack); return magicAttShowBasic; } protected virtual void ProMagicUseSkill() { } protected void SetMagicAttShowBasic(MagicAttShowBasic magicAttShowBasic) { this.magicAttShowBasic = magicAttShowBasic; } protected override void ProCombatUpdate(float time) { if (magicAttShowBasic != null) { magicAttShowBasic.Update(time); } MagicSkillUpdate(time); } protected virtual void MagicSkillUpdate(float time) { } } }