ShowBaiscEntity.cs 2.0 KB

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  1. using Fort23.Common;
  2. using Fort23.Core;
  3. using Fort23.UTool;
  4. using GameLogic.Combat.Buff;
  5. using UnityEngine;
  6. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  7. namespace GameLogic.Combat.Hero
  8. {
  9. public class ShowBaiscEntity : CObject, ITimeLineSpecialDotPos, ILifeCycle
  10. {
  11. public bool IsEnemy { get; set; }
  12. public bool isDie { get; set; }
  13. public int number;
  14. public CombatHeroInfo CurrCombatHeroInfo;
  15. public CombatHeroInfo MaxCombatHeroInfo;
  16. public CombatAIBasic CombatAIBasic;
  17. public CombatHeroGameObject combatHeroGameObject;
  18. public CombatHeroTimeLineControl combatHeroTimeLineControl;
  19. public HeroAnimtionBasic combatHeroAnimtion;
  20. public CombatHeroSkillControlBasic CombatHeroSkillControl;
  21. public BuffControl BuffControl;
  22. public BetterList<CombatParticleSystemPool> heroLoopParticle = new BetterList<CombatParticleSystemPool>();
  23. public ShieldsBarrier ShieldsBarrier;
  24. public override void ActiveObj()
  25. {
  26. }
  27. public override void DormancyObj()
  28. {
  29. }
  30. public async CTask InitShieldsFx()
  31. {
  32. ShieldsBarrier = new ShieldsBarrier();
  33. await ShieldsBarrier.Init(this);
  34. // ShieldsFx.SetActive(false);
  35. }
  36. public virtual Vector3 dotPos
  37. {
  38. get { return combatHeroGameObject.position; }
  39. }
  40. public virtual Vector3 faceDir
  41. {
  42. get { return combatHeroGameObject.transform.forward; }
  43. }
  44. public string guidName { get; }
  45. public T This<T>()
  46. {
  47. return (T)(object)this;
  48. }
  49. public virtual T GetILifetCycleHitPoint<T>(string hitPoinName, bool isStandType, bool isIgnoreHind)
  50. where T : ILifetCycleHitPoint
  51. {
  52. throw new System.NotImplementedException();
  53. }
  54. public virtual T GetMainHotPoin<T>(bool isIgnoreHind) where T : ILifetCycleHitPoint
  55. {
  56. throw new System.NotImplementedException();
  57. }
  58. }
  59. }