public override void OnFinished() { //强制类型转换为Buff事件 ListenBuffCallBackBuffData temp = (ListenBuffCallBackBuffData)this.BuffData; Game.Scene.GetComponent <BattleEventSystem>().UnRegisterEvent($"{temp.EventId}{this.TheUnitFrom.Id}", temp.ListenBuffEventNormal); }
public override void OnExecute() { //强制类型转换为Buff事件 ListenBuffCallBackBuffData temp = (ListenBuffCallBackBuffData)this.BuffData; Game.Scene.GetComponent <BattleEventSystem>().RegisterEvent($"{temp.EventId}{this.TheUnitFrom.Id}", temp.ListenBuffEventNormal); this.BuffState = BuffState.Running; }
public override void AutoAddLinkedBuffs() { ListenBuffCallBackBuffData listenBuffCallBackBuffData = SkillBuffBases.BuffData as ListenBuffCallBackBuffData; if (listenBuffCallBackBuffData.ListenBuffEventNormal == null) { listenBuffCallBackBuffData.ListenBuffEventNormal = new ListenBuffEvent_Normal(); } //备份Buff Id和对应层数键值对,防止被覆写 Dictionary <long, int> buffDataBack = new Dictionary <long, int>(); foreach (var vtdBuffInfo in listenBuffCallBackBuffData.ListenBuffEventNormal.BuffInfoWillBeAdded) { buffDataBack.Add(vtdBuffInfo.BuffNodeId.Value, vtdBuffInfo.Layers); } listenBuffCallBackBuffData.ListenBuffEventNormal.BuffInfoWillBeAdded.Clear(); foreach (var connection in this.connectionPorts) { //只有出方向的端口才是添加LinkedBuffId的地方 if (connection.direction == Direction.Out) { foreach (var connectTagrets in connection.connections) { BuffNodeBase targetNode = (connectTagrets.body as BuffNodeBase); if (targetNode != null) { listenBuffCallBackBuffData.ListenBuffEventNormal.BuffInfoWillBeAdded.Add(new VTD_BuffInfo() { BuffNodeId = targetNode.Skill_GetNodeData().NodeId }); } } foreach (var vtdBuffInfo in listenBuffCallBackBuffData.ListenBuffEventNormal.BuffInfoWillBeAdded) { if (buffDataBack.TryGetValue(vtdBuffInfo.BuffNodeId.Value, out var buffLayer)) { vtdBuffInfo.Layers = buffLayer; } } return; } } }