MagicSkillBasic.cs 2.0 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.Hero;
  3. namespace GameLogic.Combat.Skill.MagicSkill
  4. {
  5. public class MagicSkillBasic : SkillBasic
  6. {
  7. protected MagicAttShowBasic magicAttShowBasic;
  8. protected CombatMagicWeaponEntity CombatMagicWeaponEntity {
  9. get { return CombatHeroEntity as CombatMagicWeaponEntity;}
  10. }
  11. protected override void ProUseSkill()
  12. {
  13. _finishTimeLineGroupName = "-1";
  14. ProMagicUseSkill();
  15. }
  16. public MagicAttShowBasic InitMagicAttShowBasic(CombatHeroEntity target,System.Action finishCallBack)
  17. {
  18. MagicAttShowBasic magicAttShowBasic = null;
  19. TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic =
  20. CombatHeroEntity.combatHeroTimeLineControl.GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(
  21. "sk1_xiaoshi");
  22. if (timeLineEventLogicGroupBasic != null)
  23. {
  24. XiaoShiAndShow xiaoShiAndShow = new XiaoShiAndShow();
  25. xiaoShiAndShow.Init(this);
  26. magicAttShowBasic = xiaoShiAndShow;
  27. }
  28. else
  29. {
  30. StraightLineShow straightLineShow = new StraightLineShow();
  31. straightLineShow.Init(this);
  32. magicAttShowBasic = straightLineShow;
  33. }
  34. magicAttShowBasic.SetInfo(target, finishCallBack);
  35. return magicAttShowBasic;
  36. }
  37. protected virtual void ProMagicUseSkill()
  38. {
  39. }
  40. protected void SetMagicAttShowBasic(MagicAttShowBasic magicAttShowBasic)
  41. {
  42. this.magicAttShowBasic = magicAttShowBasic;
  43. }
  44. protected override void ProCombatUpdate(float time)
  45. {
  46. if (magicAttShowBasic != null)
  47. {
  48. magicAttShowBasic.Update(time);
  49. }
  50. MagicSkillUpdate(time);
  51. }
  52. protected virtual void MagicSkillUpdate(float time)
  53. {
  54. }
  55. }
  56. }