FututeWand初步
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using Cielonos.MainGame.Characters;
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using UnityEngine;
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namespace Cielonos.MainGame.Inventory.Collections
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{
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public partial class FutureWand
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{
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/// <summary>
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/// 播放常规地面轻攻击连击
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/// </summary>
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/// <param name="target">攻击朝向的目标敌人</param>
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/// <param name="nextNodeName">连击树中的下一个节点名称</param>
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/// <returns>是否成功播放</returns>
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private bool PlayNormalAttackL(CharacterBase target, string nextNodeName)
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{
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bool played = PlayTargetedAnimation("Attack" + nextNodeName, target, 5f);
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if (played)
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{
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functionSm["LightAttack"].Execute();
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}
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return played;
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}
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/// <summary>
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/// 播放蓄力攻击起手动画
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/// </summary>
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/// <param name="target">朝向的敌方目标</param>
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/// <returns>是否成功播放</returns>
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private bool PlayHoldAttackStart(CharacterBase target)
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{
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return PlayTargetedAnimation("HoldAttackStart", target);
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}
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/// <summary>
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/// 播放蓄力攻击收招动画
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/// </summary>
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/// <returns>是否成功播放</returns>
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private bool PlayHoldAttackEnd()
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{
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return PlayTargetedAnimation("HoldAttackEnd");
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}
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/// <summary>
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/// 播放常规地面重攻击连击
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/// </summary>
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/// <param name="target">攻击朝向的目标敌人</param>
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/// <param name="nextNodeName">连击树中的下一个节点名称</param>
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/// <returns>是否成功播放</returns>
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private bool PlayNormalAttackR(CharacterBase target, string nextNodeName)
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{
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bool played = PlayTargetedAnimation("Attack" + nextNodeName, target, 5f);
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if (played)
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{
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functionSm["HeavyAttack"].Execute();
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}
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return played;
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}
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/// <summary>
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/// 召回当前在战场中飞旋的法盘区域(SpinArea)
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/// </summary>
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private void RecallActiveSpinArea()
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{
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if (_activeSpinArea?.moveSm is BoomerangMoveSubmodule boomerangSm)
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{
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// 触发回力标的返回机制,将自动使用配置好的收回速度配置
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boomerangSm.TriggerReturn();
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}
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}
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}
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}
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