using cfg.SummonCfg; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Gameplay.Summon { using Gameplay.Character; using Gameplay.Skill; public class SummonTent : BaseSummon { public float triggerInterval = 2f; public int emitBulletId; public int areaId; public SummonTent(DataSummon configData, uint id, SkillHandle skillHandle) : base(configData, id, skillHandle.owner.commonData.troopId, skillHandle) { avatarType = Common.EAvatarType.Building; } protected override void _OnInitFsm() { base._OnInitFsm(); _fsm.Add(new SummonStateTent(this)); _fsm.ChangeState(ESummonState.Tent); } protected override void _OnInited() { base._OnInited(); // 初始化基础值 var skill = this.createSkill; var skillConfig = skill.runtimeData.configData; triggerInterval = skillConfig.FloatParams[0]; emitBulletId = skillConfig.IntParams[0]; areaId = skillConfig.IntParams[1]; } } }