예제 #1
0
 public BaseCharactorBuff(int inIdx, float inTime, BaseActor effectActor)
 {
     idx           = inIdx;
     time          = inTime;
     m_EffectActor = effectActor;
     m_TimeStamp   = Time.time;
 }
예제 #2
0
 public BaseSkillState(SkillList skillList, SkillStruct skillStruct, BaseActor targetActor = null)
 {
     m_SkillList   = skillList;
     m_SkillStruct = skillStruct;
     m_BaseTarget  = targetActor;
     m_SelfActor   = m_SkillList.GetComponent <BaseActor>();
 }
예제 #3
0
 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(); };
 }
예제 #4
0
 public virtual void Init()
 {
     m_Actor = GetComponent <BaseActor>();
 }
예제 #5
0
 void OnChampionFall(BaseActor champion)
 {
     GameEnd();
 }
예제 #6
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 private void Awake()
 {
     m_Plaer    = GetComponent <BaseActor>();
     m_Target   = m_Plaer.Target;
     m_SkillFsm = new SkillFsm(this);
 }
예제 #7
0
 public UnTouchable(int inIdx, float inTime, BaseActor effectActor) : base(inIdx, inTime, effectActor)
 {
 }
예제 #8
0
 public Roll(SkillList skillList, SkillStruct skillStruct, BaseActor targetActor = null) : base(skillList, skillStruct, targetActor)
 {
     m_AddedBuff         = false;
     m_RealeaseTimeStamp = Time.time + 0.2f;
 }