public override void AutoAddLinkedBuffs() { SendBuffInfoToClientBuffData sendBuffInfoToClientBuffData = SkillBuffBases.BuffData as SendBuffInfoToClientBuffData; 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) { VTD_Id temp = targetNode.Skill_GetNodeData().NodeId; sendBuffInfoToClientBuffData.TargetBuffNodeId = new VTD_Id() { IdKey = temp.IdKey, Value = temp.Value }; } } return; } } }
public override void OnExecute() { SendBuffInfoToClientBuffData sendBuffInfoToClientBuffData = this.BuffData as SendBuffInfoToClientBuffData; ABuffSystemBase targetBuffSystem = this.TheUnitBelongto.GetComponent <BuffManagerComponent>() .GetBuffById( (this.BelongtoRuntimeTree.BelongNP_DataSupportor.BuffNodeDataDic[sendBuffInfoToClientBuffData.TargetBuffNodeId.Value] as NormalBuffNodeData).BuffData.BuffId); Game.EventSystem.Run(EventIdType.SendBuffInfoToClient, new M2C_BuffInfo() { UnitId = this.BelongtoRuntimeTree.BelongToUnitId, SkillId = sendBuffInfoToClientBuffData.BelongToSkillId.Value, BBKey = sendBuffInfoToClientBuffData.BBKey.BBKey, TheUnitFromId = this.TheUnitFrom.Id, TheUnitBelongToId = this.TheUnitBelongto.Id, BuffLayers = targetBuffSystem.CurrentOverlay, BuffMaxLimitTime = targetBuffSystem.MaxLimitTime, }); this.BuffState = BuffState.Finished; }
public override void OnExecute() { SendBuffInfoToClientBuffData sendBuffInfoToClientBuffData = this.BuffData as SendBuffInfoToClientBuffData; this.BuffState = BuffState.Finished; }