//using UnityEngine; //using System.Collections; ///// ///// ///// //public class BulletSkillCookie //{ // /// // /// 环境 // /// // public BattleParam Env = null; // /// // /// 释放者 // /// // public string Caster = string.Empty; // /// // /// 技能ID // /// // public string SkillId = string.Empty; // /// // /// 是否为必杀 // /// // public bool IsSkill = false; // /// // /// 地图攻击震动执行模块 // /// // private BulletDamageFoundation mPolicyShake = null; // /// // /// 地图攻击震动执行模块 // /// // private BulletDamageFoundation mPolicyDrag = null; // /// // /// buff执行模块 // /// // private BulletDamageFoundation mPolicyBuff = null; // /// // /// 外部触发回传参数 // /// // private string mTriggerParm = string.Empty; // /// // /// // /// // /// // /// // /// // public BulletSkillCookie(string _caster, string _skillid, BattleParam _env, string _triggerParm = "") // { // this.Caster = _caster; // this.SkillId = _skillid; // this.Env = _env; // this.mTriggerParm = _triggerParm; // mPolicyBuff = BulletPolicyFinder.Instance().BulletDamage(EBulletDamageType.EBULLET_DAMAGE_BUFF); // mPolicyShake = BulletPolicyFinder.Instance().BulletDamage(EBulletDamageType.EBULLET_DAMAGE_SHAKE); // mPolicyDrag = BulletPolicyFinder.Instance().BulletDamage(EBulletDamageType.EBULLET_DAMAGE_DRAG); // } // /// // /// // /// // public void OnTriggerBuff() // { // this.Env.mBattleGlobalOper.ConfirmSkillBombComplete(this.SkillId); // mPolicyDrag.Damage(this.Env, this.SkillId, this.Caster, null); // mPolicyShake.Damage(this.Env, this.SkillId, this.Caster, null); // mPolicyBuff.Damage(this.Env, this.SkillId, this.Caster, mTriggerParm); // } //}