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- using Fort23.Common;
- using Fort23.Core;
- using GameLogic.Combat.Buff;
- using UnityEngine;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Hero
- {
- public class ShowBaiscEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle
- {
- public bool IsEnemy { get; set; }
- public bool isDie { get; set; }
- public int number;
- public CombatHeroInfo CurrCombatHeroInfo;
- public CombatHeroInfo MaxCombatHeroInfo;
- public CombatAIBasic CombatAIBasic;
- public CombatHeroGameObject combatHeroGameObject;
- public CombatHeroTimeLineControl combatHeroTimeLineControl;
- public HeroAnimtionBasic combatHeroAnimtion;
- public CombatHeroSkillControl CombatHeroSkillControl;
- public BuffControl BuffControl;
- public BetterList<CombatParticleSystemPool> heroLoopParticle = new BetterList<CombatParticleSystemPool>();
- public override void ActiveObj()
- {
- }
- public override void DormancyObj()
- {
- }
- public virtual Vector3 dotPos
- {
- get { return combatHeroGameObject.position; }
- }
- public virtual Vector3 faceDir
- {
- get { return combatHeroGameObject.transform.forward; }
- }
- public string guidName { get; }
- public T This<T>()
- {
- return (T)(object)this;
- }
- public virtual T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
- where T : ILifetCycleHitPoint
- {
- throw new System.NotImplementedException();
- }
- public virtual T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
- {
- throw new System.NotImplementedException();
- }
- }
- }
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