using Cielonos.MainGame.Characters;
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
public partial class FutureWand
{
///
/// 播放常规地面轻攻击连击
///
/// 攻击朝向的目标敌人
/// 连击树中的下一个节点名称
/// 是否成功播放
private bool PlayNormalAttackL(CharacterBase target, string nextNodeName)
{
bool played = PlayTargetedAnimation("Attack" + nextNodeName, target, 5f);
if (played)
{
functionSm["LightAttack"].Execute();
}
return played;
}
///
/// 播放蓄力攻击起手动画
///
/// 朝向的敌方目标
/// 是否成功播放
private bool PlayHoldAttackStart(CharacterBase target)
{
return PlayTargetedAnimation("HoldAttackStart", target);
}
///
/// 播放蓄力攻击收招动画
///
/// 是否成功播放
private bool PlayHoldAttackEnd()
{
return PlayTargetedAnimation("HoldAttackEnd");
}
///
/// 播放常规地面重攻击连击
///
/// 攻击朝向的目标敌人
/// 连击树中的下一个节点名称
/// 是否成功播放
private bool PlayNormalAttackR(CharacterBase target, string nextNodeName)
{
bool played = PlayTargetedAnimation("Attack" + nextNodeName, target, 5f);
if (played)
{
functionSm["HeavyAttack"].Execute();
}
return played;
}
///
/// 召回当前在战场中飞旋的法盘区域(SpinArea)
///
private void RecallActiveSpinArea()
{
if (_activeSpinArea?.moveSm is BoomerangMoveSubmodule boomerangSm)
{
// 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
boomerangSm.TriggerReturn();
}
}
}
}