using Gameplay.Area; using Gameplay.Bullet; using Gameplay.Unit.Data; namespace Gameplay.PlayerSkill.Logic { public class PlayerSkillLogic08 : BasePlayerSkillLogic { protected override void _OnInit() { base._OnInit(); var bulletId = owner.ReadParamInt(0); var selectCellIndex = owner.selectedCellIndex; var units = AreaManager.instance.GetUnitsByCellIndex(selectCellIndex); foreach (var unit in units) { if (unit.commonData.troopId != owner.playerUnit.commonData.troopId) { continue; } if (unit.gameunitType != EGameUnitType.Vehicle) { continue; } BulletManager.instance.EmitBullet(bulletId, unit, owner.playerUnit); break; } isFinished = true; } } }