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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.Hero;
- using UnityEngine;
- namespace GameLogic.Combat.Skill.MagicSkill
- {
- public class MagicSkillBasic : SkillBasic
- {
- protected MagicAttShowBasic magicAttShowBasic;
- protected CombatMagicWeaponEntity CombatMagicWeaponEntity
- {
- get { return CombatHeroEntity as CombatMagicWeaponEntity; }
- }
- protected override void ProUseSkill()
- {
- _finishTimeLineGroupName = "-1";
- ProMagicUseSkill();
- }
- public MagicAttShowBasic InitMagicAttShowBasic(CombatHeroEntity target, System.Action finishCallBack)
- {
- MagicAttShowBasic magicAttShowBasic = null;
- TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic =
- CombatHeroEntity.combatHeroTimeLineControl.GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(
- "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;
- }
- public XiaoShiAndShowForTargetPosShow InitXiaoShiAndShow(Vector3 target, System.Action finishCallBack)
- {
- XiaoShiAndShowForTargetPosShow xiaoShiAndShow = new XiaoShiAndShowForTargetPosShow();
- xiaoShiAndShow.Init(this);
- xiaoShiAndShow.SetInfo(null, finishCallBack);
- xiaoShiAndShow.SetTargetPos(target);
- return xiaoShiAndShow;
- }
- public MoveToTargetPosShow InitMoveToTargetPosShow(Vector3 targetPos, System.Action finishCallBack)
- {
- MoveToTargetPosShow moveToTargetPosShow = new MoveToTargetPosShow();
- moveToTargetPosShow.Init(this);
- moveToTargetPosShow.SetInfo(null, finishCallBack);
- moveToTargetPosShow.SetTargetPos(targetPos);
- return moveToTargetPosShow;
- }
- 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)
- {
- }
- }
- }
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