NLDClient-yudde/ProjectNLD/Assets/Editor/SkillEditor/Handlers/EmitSubBulletHandler.cs

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2025-04-17 13:51:38 +08:00
using cfg.SkillCfg;
using Framework;
using UnityEditor;
namespace SkillEditor
{
public class EmitSubBulletHandler : EmitBulletHandler
{
public EmitSubBulletHandler(DataSkill skillConfig): base(skillConfig)
{
}
public override void HandleAction(SkillActionClip clip)
{
if (clip == null)
{
ShowErrorMessage("无效的技能逻辑");
return;
}
DrawWarningLabel("如果没有想要的子弹,需要先去Bullet表中进行配置");
DrawWarningLabel("id改为提前预先配置,然后通过index进行索引");
DrawBulletInfo(clip, _skillConfig);
_DrawEffectInfo(clip);
}
private void _DrawEffectInfo(SkillActionClip clip)
{
clip.intParam1 = EditorGUILayout.IntField("特效ID", clip.intParam1);
var effectConfig = EditorTableManager.instance.tables.EffectConfig.GetOrDefault(clip.intParam1);
if (effectConfig == null)
{
EditorGUILayout.HelpBox("无效的特效ID", MessageType.Error);
return;
}
EditorGUILayout.LabelField("特效名字:", effectConfig.PrefabPath);
EditorGUILayout.LabelField("特效持续时间:", effectConfig.ExistTime.ToString("F2"));
clip.floatParam1 = EditorGUILayout.FloatField("分离导弹发射时间", clip.floatParam1);
}
}
}