using UnityEngine; using UnityEditor; using Gameplay.Skill; using cfg.SkillCfg; namespace SkillEditor { public class EmitBulletHandler : BaseSkillActionHandler { protected readonly DataSkill _skillConfig; public EmitBulletHandler(DataSkill skillConfig) { _skillConfig = 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); } } public class EmitBulletSelectHandler : EmitBulletHandler { public EmitBulletSelectHandler(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"); clip.intParam1 = EditorGUILayout.IntField("发射索引:", clip.intParam1); DrawBulletInfo(clip, _skillConfig); } } }