private void SetFunction(int skillInstId) { SetEffect(); List <SkillData> lstSkillDatas = m_SkillDataSon.GetSkillDataList();; for (int i = 0, len = lstSkillDatas.Count; i < len; ++i) { ChangeProperty.Change(lstSkillDatas[i], _CharHandler, _AimCharHandler, _iAimCharIndex, this, skillInstId); } }
public override void DoSkill(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets, int skillInstId) { List <SkillData> skillDatas = skillDataSon.GetSkillDataList(); for (int i = 0; i < targets.Count; ++i) { CharHandler aimHandler = targets[i]; BulletBase bullet = charHandler.m_CharEffect.GetSkillBulletObj(charHandler.m_CharData.m_iCurSkillID).GetComponent <BulletBase>(); bullet.Shoot(charHandler, targets[i], () => { ChangeProperty.Change(skillDatas[0], charHandler, aimHandler, 0); }); } }
public override void DoSkill(SkillDataSon skillDataSon, CharHandler charHandler, List <CharHandler> targets, int skillInstId) { List <SkillData> skillDatas = skillDataSon.GetSkillDataList(); for (int i = 0; i < targets.Count; ++i) { for (int j = 0; j < skillDatas.Count; ++j) { ChangeProperty.Change(skillDatas[j], charHandler, targets[i], i); } } }