public BaseCharactorBuff(int inIdx, float inTime, BaseActor effectActor) { idx = inIdx; time = inTime; m_EffectActor = effectActor; m_TimeStamp = Time.time; }
public BaseSkillState(SkillList skillList, SkillStruct skillStruct, BaseActor targetActor = null) { m_SkillList = skillList; m_SkillStruct = skillStruct; m_BaseTarget = targetActor; m_SelfActor = m_SkillList.GetComponent <BaseActor>(); }
public void Init(BaseActor actor) { m_Actor = actor; m_Inited = true; m_Actor.OnNewProgresss += NewProgress; m_BuffScroll.Init(new BuffElementAgent(m_Actor.GetBuffList())); m_Actor.OnBuffChange += () => { m_BuffScroll.Reset(); }; }
public virtual void Init() { m_Actor = GetComponent <BaseActor>(); }
void OnChampionFall(BaseActor champion) { GameEnd(); }
private void Awake() { m_Plaer = GetComponent <BaseActor>(); m_Target = m_Plaer.Target; m_SkillFsm = new SkillFsm(this); }
public UnTouchable(int inIdx, float inTime, BaseActor effectActor) : base(inIdx, inTime, effectActor) { }
public Roll(SkillList skillList, SkillStruct skillStruct, BaseActor targetActor = null) : base(skillList, skillStruct, targetActor) { m_AddedBuff = false; m_RealeaseTimeStamp = Time.time + 0.2f; }