/// <summary> /// 执行战斗结束时被动技能回调 /// </summary> /// <param name="enemy">Enemy.</param> public void ExcuteFightEndCallBacks(BattleAgentController enemy) { for (int i = 0; i < fightEndTriggerExcutors.Count; i++) { SkillCallBack cb = fightEndTriggerExcutors [i].triggeredCallback; cb(this, enemy); } }
/// <summary> /// 执行被攻击时被动技能回调 /// </summary> /// <param name="enemy">Enemy.</param> public void ExcuteBeAttackedSkillCallBacks(BattleAgentController enemy) { for (int i = 0; i < beAttackedTriggerExcutors.Count; i++) { SkillCallBack cb = beAttackedTriggerExcutors [i].triggeredCallback; cb(this, enemy); } }
public TriggeredSkillExcutor(TriggeredPassiveSkill ts, SkillCallBack callBack) { this.triggeredSkill = ts; this.triggeredCallback = callBack; }
public void Clear() { triggeredSkill = null; triggeredCallback = null; }
public TriggeredSkillExcutor(TriggeredSkill ts, SkillEffectTarget source, SkillCallBack callBack) { this.triggeredSkill = ts; this.triggerSource = source; this.triggeredCallback = callBack; }