Files
MinFt/Client/Assets/Scripts/GampPlay/FishSkill/FishSpSkillData.cs
Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

150 lines
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C#
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using cfg;
using UnityEngine;
public class FishSpSkillData<T> : IFishSpSkillData where T : FishSpSkillLabel
{
public FishSkill fishSkill { get; set; }
public virtual SpKillType Type { get; set; } = SpKillType.None;
public T spSkill { get; set; }
public int StopCount { get; set; }
public bool InProgress { get; set; }
public bool End { get; set; }
public void StartSkill(FishSpSkillLabel fishSpSkill)
{
if (fishSpSkill is Corrupt)
{
Type = SpKillType.Corrupt;
}
else if (fishSpSkill is ElectricShock)
{
Type = SpKillType.ElectricShock;
}
else if (fishSpSkill is SuperDash)
{
Type = SpKillType.SuperDash;
}
else if (fishSpSkill is DirtyStuck)
{
Type = SpKillType.DirtyStuck;
}
spSkill = fishSpSkill as T;
End = false;
Debug.Log("StartSkill");
RefreshSkill();
}
public void RefreshSkill(FishSpSkillLabel fishSpSkill)
{
spSkill = fishSpSkill as T;
StopCount++;
InProgress = false;
End = false;
Debug.Log("RefreshSkill");
RefreshSkill();
}
protected virtual void RefreshSkill()
{
}
public void EndSkill()
{
End = true;
Debug.Log("EndSkill");
}
public virtual string AudioScreen()
{
return "";
}
public virtual string AudioRewardFish()
{
return "";
}
#region UI
public virtual string FxScreen()
{
return "";
}
public virtual string FxBar()
{
return "";
}
public virtual string FxProgressInc()
{
return "";
}
public virtual string FxFishIcon()
{
return "";
}
public virtual BarTarget GetBarTarget()
{
return null;
}
#endregion
#region Jump
public virtual string FxFishJump()
{
return "";
}
/// <summary>
/// 鱼起跳的时候立刻在Root处挂上一个特效
/// </summary>
public virtual string FxFishJumpWater()
{
return "";
}
public virtual string FxWater()
{
return "";
}
#endregion
#region Struggle
public virtual string FxFishSkillAppend()
{
return "";
}
/// <summary>
/// 鱼起跳的时候立刻在Root处挂上一个特效
/// </summary>
public virtual string FxFishStruggle()
{
return "";
}
public virtual string FxWaterSplash()
{
return "";
}
#endregion
#region Dash
public virtual string FxDash()
{
return "";
}
public virtual string DashPerformanceFx(){
return "";
}
public virtual string DashWaterFx(){
return "";
}
#endregion
}