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back_cantanBuilding/Assets/Scripts/GampPlay/FishSkill/ElectricShockSpSkillData.cs
2026-05-26 16:15:54 +08:00

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using cfg;
using UnityEngine;
public class ElectricShockSpSkillData : IFishSpSkillData
{
public FishSkill fishSkill { get; set; }
public SpKillType Type { get; set; } = SpKillType.ElectricShock;
public FishSpSkillLabel spSkillLabel { get; set; }
public ElectricShock 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.ElectricShock;
spSkillLabel = fishSpSkill;
spSkill = fishSpSkill as ElectricShock;
End = false;
Debug.Log("StartSkill");
}
public void RefreshSkill(FishSpSkillLabel fishSpSkill)
{
spSkillLabel = fishSpSkill;
spSkill = fishSpSkill as ElectricShock;
StopCount++;
InProgress = false;
End = false;
}
public void EndSkill()
{
End = true;
}
public string AudioScreen()
{
return spSkill.AudioScreen;
}
public string AudioRewardFish()
{
return spSkill.AudioRewardFish;
}
#region UI
public string FxScreen()
{
return spSkill.FxScreen;
}
public string FxBar()
{
return spSkill.FxBar;
}
public string FxProgressInc()
{
return "";
}
public string FxProgressDec()
{
return "";
}
public string FxFishIcon()
{
return spSkill.FxFishIcon;
}
public BarTarget GetBarTarget()
{
return null;
}
#endregion
#region Jump
public string FxFishJump()
{
return spSkill.FxFish;
}
public string FxWater()
{
return "";
}
#endregion
#region Struggle
public string FxFishSkillAppend()
{
return "";
}
/// <summary>
/// 鱼起跳的时候立刻在Root处挂上一个特效
/// </summary>
public string FxFishJumpWater()
{
return "";
}
/// <summary>
/// 鱼起跳的时候立刻在Root处挂上一个特效
/// </summary>
public string FxFishStruggle()
{
return "";
}
public string FxWaterSplash()
{
return "";
}
#endregion
}