BuffBasic.cs 2.9 KB

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  1. using System;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  3. using Fort23.Core;
  4. using Fort23.UTool;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Buff
  8. {
  9. public class BuffBasic : CObject
  10. {
  11. protected CombatHeroEntity combatHeroEntity;
  12. protected BuffInfo buffInf;
  13. protected CombatHeroEntity source;
  14. protected TriggerData _triggerData;
  15. protected float _currTime;
  16. public void Init(CombatHeroEntity combatHeroEntity, CombatHeroEntity source, BuffInfo buffInfo)
  17. {
  18. this.combatHeroEntity = combatHeroEntity;
  19. this.buffInf = buffInfo;
  20. this.source = source;
  21. ProInit();
  22. }
  23. protected virtual void ProInit()
  24. {
  25. }
  26. public override void ActiveObj()
  27. {
  28. }
  29. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName,
  30. BetterList<ILifetCycleHitPoint> currTarget = null,
  31. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  32. object extraData = null)
  33. {
  34. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  35. source.combatHeroTimeLineControl
  36. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(groupName, null);
  37. try
  38. {
  39. if (timeLineEventLogicGroup != null)
  40. {
  41. timeLineEventLogicGroup.extraData = extraData;
  42. timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, currTarget, _triggerData,
  43. customizePos);
  44. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  45. timeLineEventLogicGroup.timeLineTime = startTime;
  46. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  47. // currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  48. }
  49. }
  50. catch (Exception e)
  51. {
  52. LogTool.Error(e);
  53. }
  54. return timeLineEventLogicGroup;
  55. }
  56. public override void DormancyObj()
  57. {
  58. _currTime = 0;
  59. ProDormancyObj();
  60. CObjectPool.Instance.Recycle(buffInf);
  61. buffInf = null;
  62. combatHeroEntity = null;
  63. }
  64. protected virtual void ProDormancyObj()
  65. {
  66. }
  67. public void Update(float t)
  68. {
  69. _currTime += t;
  70. if (buffInf.buffTime > 0 && _currTime > buffInf.buffTime)
  71. {
  72. combatHeroEntity.BuffControl.RemoveBuff(this);
  73. return;
  74. }
  75. ProUpdate(t);
  76. }
  77. protected virtual void ProUpdate(float t)
  78. {
  79. }
  80. }
  81. }