ShowBaiscEntity.cs 1.8 KB

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  1. using Fort23.Common;
  2. using Fort23.Core;
  3. using GameLogic.Combat.Buff;
  4. using UnityEngine;
  5. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  6. namespace GameLogic.Combat.Hero
  7. {
  8. public class ShowBaiscEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle
  9. {
  10. public bool IsEnemy { get; set; }
  11. public bool isDie { get; set; }
  12. public int number;
  13. public CombatHeroInfo CurrCombatHeroInfo;
  14. public CombatHeroInfo MaxCombatHeroInfo;
  15. public CombatAIBasic CombatAIBasic;
  16. public CombatHeroGameObject combatHeroGameObject;
  17. public CombatHeroTimeLineControl combatHeroTimeLineControl;
  18. public HeroAnimtionBasic combatHeroAnimtion;
  19. public CombatHeroSkillControl CombatHeroSkillControl;
  20. public BuffControl BuffControl;
  21. public BetterList<CombatParticleSystemPool> heroLoopParticle = new BetterList<CombatParticleSystemPool>();
  22. public override void ActiveObj()
  23. {
  24. }
  25. public override void DormancyObj()
  26. {
  27. }
  28. public virtual Vector3 dotPos
  29. {
  30. get { return combatHeroGameObject.position; }
  31. }
  32. public virtual Vector3 faceDir
  33. {
  34. get { return combatHeroGameObject.transform.forward; }
  35. }
  36. public string guidName { get; }
  37. public T This<T>()
  38. {
  39. return (T)(object)this;
  40. }
  41. public virtual T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  42. where T : ILifetCycleHitPoint
  43. {
  44. throw new System.NotImplementedException();
  45. }
  46. public virtual T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  47. {
  48. throw new System.NotImplementedException();
  49. }
  50. }
  51. }