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							- using System.Collections.Generic;
 
- using Fort23.UTool;
 
- using GameTimeLine.CustomizeTimeLogic;
 
- using UnityEngine;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Hero
 
- {
 
-     public class CombatHeroHitPoint : ILifetCycleHitPoint
 
-     {
 
-         public List<SpecialDotInfo> allSpecialDotInfo = new List<SpecialDotInfo>();
 
-         public ShowBaiscEntity combatHeroEntity;
 
-         public SpecialDotInfo MinSpecialDotInfo;
 
-         private List<ParticleSystemPool> _loopFx = new List<ParticleSystemPool>();
 
-         public bool IsHide { get; set; }
 
-         public ILifeCycle IfLifeCycle
 
-         {
 
-             get { return combatHeroEntity; }
 
-         }
 
-         public Vector3 Position
 
-         {
 
-             get
 
-             {
 
-                 if (_hitPointMono != null)
 
-                 {
 
-                     return _hitPointMono.transform.position;
 
-                 }
 
-                 else
 
-                 {
 
-                     return combatHeroEntity.dotPos;
 
-                 }
 
-             }
 
-         }
 
-         private HitPointMono _hitPointMono;
 
-         public T This<T>()
 
-         {
 
-             return (T)(object)this;
 
-         }
 
-         public void Init(ShowBaiscEntity combatHeroEntity, HitPointMono hitPointMono)
 
-         {
 
-             this.combatHeroEntity = combatHeroEntity;
 
-             _hitPointMono = hitPointMono;
 
-             SpecialDotMono[] specialDotMonos = combatHeroEntity.combatHeroGameObject.GameObjectPool.own
 
-                 .GetComponentsInChildren<SpecialDotMono>(true);
 
-             for (int i = 0; i < specialDotMonos.Length; i++)
 
-             {
 
-                 SpecialDotMono specialDotMono = specialDotMonos[i];
 
-                 SpecialDotInfo specialDotInfo = new SpecialDotInfo();
 
-                 specialDotInfo.dotName = specialDotMono.DotName;
 
-                 specialDotInfo.targetTran = specialDotMono.transform;
 
-                 specialDotInfo.followSkeleton = specialDotMono.followSkeleton;
 
-                 specialDotInfo.heroEntity = combatHeroEntity;
 
-                 allSpecialDotInfo.Add(specialDotInfo);
 
-             }
 
-             MinSpecialDotInfo = new SpecialDotInfo();
 
-             MinSpecialDotInfo.targetTran = combatHeroEntity.combatHeroGameObject.GameObjectPool.own.transform;
 
-             MinSpecialDotInfo.heroEntity = combatHeroEntity;
 
-         }
 
-         public void Update(float t)
 
-         {
 
-             for (int i = 0; i < allSpecialDotInfo.Count; i++)
 
-             {
 
-                 if (allSpecialDotInfo[i].followSkeleton)
 
-                 {
 
-                     combatHeroEntity.combatHeroAnimtion.SetSpecialDotMonoFollow(allSpecialDotInfo[i]);
 
-                 }
 
-             }
 
-             
 
-         }
 
-         public SpecialDotInfo GetSpecialDotInfo(string specialDotName)
 
-         {
 
-             SpecialDotInfo specialDotInfo = MinSpecialDotInfo;
 
-             for (int i = 0; i < allSpecialDotInfo.Count; i++)
 
-             {
 
-                 if (allSpecialDotInfo[i].dotName == specialDotName)
 
-                 {
 
-                     specialDotInfo = allSpecialDotInfo[i];
 
-                 }
 
-             }
 
-             return specialDotInfo;
 
-         }
 
-         public void AddLoopFx(ParticleSystemPool particleSystemPool)
 
-         {
 
-             
 
-             _loopFx.Add(particleSystemPool);
 
-         }
 
-         public bool IsLoopFx(string fxName)
 
-         {
 
-             for (int i = 0; i < _loopFx.Count; i++)
 
-             {
 
-                 if(_loopFx[i].fxName.Equals(fxName))
 
-                 {
 
-                     return true;
 
-                 }
 
-             }
 
-             return false;
 
-         }
 
-         public void RemoveLoopFx(ParticleSystemPool particleSystemPool)
 
-         {
 
-             _loopFx.Remove(particleSystemPool);
 
-         }
 
-     }
 
- }
 
 
  |