public void OnLock() { foreach (var item in EntityChannels) { SkillAbility.ApplyEffectTo(item.Key, SkillAbility.SkillConfig.Effects[0]); SkillAbility.ApplyEffectTo(item.Key, SkillAbility.SkillConfig.Effects[1]); } EndExecute(); }
public void OnLock() { #if !EGAMEPLAY_EXCEL foreach (var item in EntityChannels) { SkillAbility.ApplyEffectTo(item.Key, SkillAbility.SkillConfig.Effects[0]); SkillAbility.ApplyEffectTo(item.Key, SkillAbility.SkillConfig.Effects[1]); } #endif EndExecute(); }
public override void BeginExecute() { var channelPrefab = SkillExecutionAsset.transform.Find("Channel"); for (int i = SkillTargets.Count - 1; i >= 0; i--) { var item = SkillTargets[i]; var channel = GameObject.Instantiate(channelPrefab); var lineRenderer = channel.GetComponent <LineRenderer>(); lineRenderer.SetPosition(1, item.Position); EntityChannels.Add(item, lineRenderer); } foreach (var item in EntityChannels) { SkillAbility.ApplyEffectTo(item.Key, SkillAbility.SkillConfig.Effects[2]); } }