72 lines
2.4 KiB
C#
72 lines
2.4 KiB
C#
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();
|
||
}
|
||
}
|
||
}
|
||
}
|