FS901002.cs 2.1 KB

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  1. using System.Collections.Generic;
  2. using Common.Combat.FxAILogic;
  3. using Core.Triiger;
  4. using UnityEngine;
  5. namespace GameLogic.Combat.Skill.MagicSkill
  6. {
  7. /// <summary>
  8. /// 法宝技能 翡翠葫芦 战场区域形成一个域。敌人的功法弹道进入域后将降低敌人的功法弹道速度
  9. /// </summary>
  10. public class FS901002 : MagicSkillBasic, ITriggerEntity
  11. {
  12. private List<FxAILogicBasic> _fxAILogicBasics = new List<FxAILogicBasic>();
  13. private float _currTime;
  14. private bool _update;
  15. private IUnRegister _unRegister;
  16. protected override void ProMagicUseSkill()
  17. {
  18. SpecialDotInfo specialDotInfo = CombatHeroEntity.GetSpecialDotInfo("lingyu");
  19. _unRegister=specialDotInfo.targetTran.gameObject.OnTriggerEnterEvent(this, OnTriggerEnter);
  20. _currTime = 0;
  21. _update = true;
  22. // specialDotInfo.targetTran.gameObject.OnTriggerExitEvent(this, OnTriggerEnter);
  23. }
  24. private void OnTriggerEnter(Collider collider, ITriggerEntity triggerEntity)
  25. {
  26. if (triggerEntity == null)
  27. {
  28. return;
  29. }
  30. FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
  31. if (fxAILogicBasic != null)
  32. {
  33. fxAILogicBasic.extraMoveSpeed -= SelfSkillConfig.effectValue[0];
  34. }
  35. }
  36. protected override void MagicSkillUpdate(float time)
  37. {
  38. if (_update)
  39. {
  40. _currTime += time;
  41. if (_currTime >= SelfSkillConfig.effectValue[1])
  42. {
  43. Finish();
  44. }
  45. }
  46. }
  47. private void Finish()
  48. {
  49. _unRegister?.UnRegister();
  50. _unRegister = null;
  51. _update = false;
  52. SkillPlayFinish();
  53. for (int i = 0; i < _fxAILogicBasics.Count; i++)
  54. {
  55. _fxAILogicBasics[i].extraMoveSpeed += SelfSkillConfig.effectValue[0];
  56. }
  57. _fxAILogicBasics.Clear();
  58. }
  59. public string tag { get; }
  60. }
  61. }