/// <summary> /// 当单位进入光环时,触发的方法 /// </summary> /// <param name="speller"></param> /// <param name="target"></param> public override void Execute(CharacterMono speller, CharacterMono target) { if (CanBeExecuteToTarget(speller, target)) { // 给目标附加一个持续时间为永久的中毒状态 target.AddBattleState(additiveState.DeepCopy()); } }
public override void Execute(CharacterMono speller, Vector3 position) { base.Execute(speller, speller.transform.position); if (!isOpenState) { additionalState.isFirstEnterState = true; speller.AddBattleState(AdditionalState); // 设置状态为开启状态 isOpenState = true; } else { speller.RemoveBattleState(additionalState.Name); // 设置状态为关闭状态 isOpenState = false; } }
public override void Execute(CharacterMono speller, CharacterMono target) { base.Execute(speller, target); target.AddBattleState(additionalState.DeepCopy()); }