//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);
// }
//}