using cfg.SummonCfg; using UnityEngine; namespace Gameplay.Summon { using Gameplay.Skill; public class SummonTent : BaseSummon { public float triggerInterval = 2f; public int checkDistance; public int bulletId; 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 triggerInterval = configData.FloatParams[0]; checkDistance = Mathf.RoundToInt(configData.FloatParams[1]); bulletId = Mathf.RoundToInt(configData.FloatParams[2]); } } }