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(); } } } }