BuffBasic.cs 3.2 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 int buffCount {
  17. get
  18. {
  19. return buffInf.count;
  20. }
  21. }
  22. public void Init(CombatHeroEntity combatHeroEntity, CombatHeroEntity source, BuffInfo buffInfo)
  23. {
  24. this.combatHeroEntity = combatHeroEntity;
  25. this.buffInf = buffInfo;
  26. this.source = source;
  27. ProInit();
  28. UpdateEffect();
  29. }
  30. protected virtual void ProInit()
  31. {
  32. }
  33. public override void ActiveObj()
  34. {
  35. }
  36. public void UpdateEffect()
  37. {
  38. ProUpdateEffect();
  39. }
  40. protected virtual void ProUpdateEffect()
  41. {
  42. }
  43. public TimeLineEventLogicGroupBasic ActivationTimeLineData(string groupName,
  44. BetterList<ILifetCycleHitPoint> currTarget = null,
  45. Vector3[] customizePos = null, System.Action finishCallBack = null, float startTime = default,
  46. object extraData = null, int indexCount = 0)
  47. {
  48. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  49. source.combatHeroTimeLineControl
  50. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>(groupName, null);
  51. try
  52. {
  53. if (timeLineEventLogicGroup != null)
  54. {
  55. timeLineEventLogicGroup.extraData = extraData;
  56. timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, currTarget, _triggerData,
  57. customizePos, indexCount);
  58. timeLineEventLogicGroup.TimeLineUpdateEnd = finishCallBack;
  59. timeLineEventLogicGroup.timeLineTime = startTime;
  60. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  61. // currUseAllTimeLineLogic.Add(timeLineEventLogicGroup);
  62. }
  63. }
  64. catch (Exception e)
  65. {
  66. LogTool.Error(e);
  67. }
  68. return timeLineEventLogicGroup;
  69. }
  70. public override void DormancyObj()
  71. {
  72. _currTime = 0;
  73. ProDormancyObj();
  74. CObjectPool.Instance.Recycle(buffInf);
  75. buffInf = null;
  76. combatHeroEntity = null;
  77. }
  78. protected virtual void ProDormancyObj()
  79. {
  80. }
  81. public void Update(float t)
  82. {
  83. _currTime += t;
  84. if (buffInf.buffTime > 0 && _currTime > buffInf.buffTime)
  85. {
  86. combatHeroEntity.BuffControl.RemoveBuff(this);
  87. return;
  88. }
  89. ProUpdate(t);
  90. }
  91. protected virtual void ProUpdate(float t)
  92. {
  93. }
  94. }
  95. }