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; } }