Files
Cielonos/Assets/Scripts/MainGame/AttackArea/Submodules/AttackSubmodule.cs
SoulliesOfficial a024305799 我说次元斩
2026-06-13 18:43:40 -04:00

50 lines
1.7 KiB
C#

using System;
using Cielonos.MainGame.Characters;
using Cielonos.MainGame.Inventory;
using DamageNumbersPro;
using Lean.Pool;
using UnityEngine;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;
namespace Cielonos.MainGame
{
public class AttackSubmodule : AttackAreaSubmoduleBase
{
public bool isOverridingHitEffect;
public GameObject hitVFXPrefab;
public AttackUnit attackUnit;
public Attack.Value attackValue;
public Action<GameObject, CharacterBase> modifyHitEffectAction;
public Action<CharacterBase, Vector3> breakthroughAction;
public AttackSubmodule(AttackAreaBase attackArea, AttackUnit attackUnit, GameObject hitVFXPrefab) : base(attackArea)
{
this.attackUnit = attackUnit;
this.attackValue = attackUnit.GetAttackValue(owner.creator);
this.isOverridingHitEffect = false;
this.hitVFXPrefab = hitVFXPrefab;
}
public GameObject SpawnHitVFX(CharacterBase creator, Vector3 position, Vector3 direction = default)
{
if (isOverridingHitEffect) return null;
if (hitVFXPrefab != null)
{
direction = direction != default ? direction : Vector3.up;
Quaternion rotation = Quaternion.LookRotation(direction);
if (attackUnit.randomizeVfxRotation)
{
rotation *= Quaternion.Euler(Random.Range(0f, 360f), Random.Range(0f, 360f), 0);
}
GameObject hitEffect = VFXObject.Spawn(hitVFXPrefab, creator, position, rotation);
return hitEffect;
}
return null;
}
}
}