using cfg;
using UnityEngine;
public class CorruptSpSkillData : IFishSpSkillData
{
public FishSkill fishSkill { get; set; }
public SpKillType Type { get; set; } = SpKillType.Corrupt;
public FishSpSkillLabel spSkillLabel { get; set; }
public Corrupt spSkill { get; set; }
public int StopCount { get; set; }
public bool InProgress { get; set; }
public bool End { get; set; }
public void StartSkill(FishSpSkillLabel fishSpSkill)
{
Type = SpKillType.Corrupt;
spSkillLabel = fishSpSkill;
spSkill = fishSpSkill as Corrupt;
End = false;
Debug.Log("StartSkill");
}
public void RefreshSkill(FishSpSkillLabel fishSpSkill)
{
spSkillLabel = fishSpSkill;
spSkill = fishSpSkill as Corrupt;
StopCount++;
InProgress = false;
End = false;
Debug.Log("RefreshSkill");
}
public void EndSkill()
{
End = true;
Debug.Log("EndSkill");
}
public string AudioScreen()
{
return spSkill.AudioScreen;
}
public string AudioRewardFish()
{
return spSkill.AudioRewardFish;
}
#region UI
public string FxScreen()
{
return spSkill.FxScreen;
}
public string FxBar()
{
return "";
}
public string FxProgressInc()
{
return spSkill.FxProgressInc;
}
public string FxFishIcon()
{
return "";
}
#endregion
#region Jump
public string FxFishJump()
{
return spSkill.FxFishJump;
}
public string FxWater()
{
if (spSkill.FxWater == "None")
{
return "";
}
return spSkill.FxWater;
}
#endregion
#region Struggle
public string FxFishSkillAppend()
{
if (spSkill.FxFishSkillAppend == "None")
{
return "";
}
return spSkill.FxFishSkillAppend;
}
///
/// 鱼起跳的时候,立刻在Root处挂上一个特效
///
public string FxFishJumpWater()
{
return spSkill.FxFishJumpWater;
}
///
/// 鱼起跳的时候,立刻在Root处挂上一个特效
///
public string FxFishStruggle()
{
return spSkill.FxFishStruggle;
}
#endregion
public BarTarget GetBarTarget()
{
BarTarget barTarget = new BarTarget();
barTarget.CorruptSpeed = spSkill.CorruptSpeed;
barTarget.ClearSpeed = spSkill.ClearSpeed;
barTarget.CorruptMaxPercent = spSkill.CorruptMaxPercent;
barTarget.CorruptBarIncPercent = spSkill.CorruptBarIncPercent;
barTarget.CorruptBarDecPercent = spSkill.CorruptBarDecPercent;
barTarget.fx_target_bar_bg = spSkill.FxBarBottom;
barTarget.fx_target_bar = spSkill.FxBar; ;
barTarget.fx_target_bar_highlight = spSkill.FxProgressInc;
barTarget.bar_target = spSkill.BarBg;
barTarget.highlight = spSkill.EdgeBg;
barTarget.fxScreenWarning = spSkill.FxScreenWarning;
return barTarget;
}
public string FxWaterSplash()
{
return spSkill.FxWaterSplash;
}
}