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Cielonos/Assets/Scripts/MainGame/Items/MainWeapons/FutureWand/FutureWand_Functions.cs
SoulliesOfficial 347237443f FututeWand初步
2026-07-01 06:32:50 -04:00

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