using AOT.PostProcess.BlackArea; using Gameplay.Area; using Gameplay.Common; using Gameplay.PostProcess.BlackArea; namespace Gameplay.Buff { public class BuffLightUpDuring : BaseBuff { protected override void _OnLogicUpdate(float dt) { base._OnLogicUpdate(dt); if (owner.statusData.isOnVehicle) return; if (owner.statusData.isDead) return; var centerCellIndex = owner.transData.cellIndex; var lightUpDistance = _TryGetIntParam(0); var allCellIndex = AreaManager.instance.GetCellIndexsAround(centerCellIndex, lightUpDistance); for (int i = 0; i < allCellIndex.Count; i++) { var cellIndex = allCellIndex[i]; BlackAreaManager.instance.LightUpCell(cellIndex, CodeDefine.Fight.LIGHT_UP_TIME); } } } }