using cfg.SummonCfg; using Gameplay.Common; using Gameplay.Unit; using UnityEngine; namespace Gameplay.Summon { public class SummonTent : BaseSummon { public float triggerInterval = 2f; public int checkDistance; public int bulletId; public int pickCount; public SummonTent(DataSummon configData, uint id, GameUnit creator) : base(configData, id, creator) { } protected override void _OnInitFsm() { base._OnInitFsm(); _fsm.Add(new SummonStateTent(this)); _fsm.ChangeState(ESummonState.Tent); } protected override void _OnInited() { base._OnInited(); // [检测范围, 检测间隔, 随机目标数量, 发射的子弹ID] // 随机目标类型 从 子弹配置进行读取 // 初始化基础值 checkDistance = Mathf.RoundToInt(configData.FloatParams[0]); triggerInterval = configData.FloatParams[1]; pickCount = Mathf.RoundToInt(configData.FloatParams[2]); bulletId = Mathf.RoundToInt(configData.FloatParams[3]); } } }