using System.Collections.Generic; using AOT.PostProcess.BlackArea; using Gameplay.Area; using Gameplay.Common; namespace Gameplay.Summon.Logic { public class SLogicLightUpArea: BaseSummonLogic { public int targetCellIndex; public int lightUpDistance; private IList _lightUpCellList; public SLogicLightUpArea(BaseSummon summon) : base(summon) { } protected override void _OnInit() { base._OnInit(); _lightUpCellList = AreaManager.instance.GetCellIndexsAround(targetCellIndex, lightUpDistance, true); } protected override void _OnLogicUpdate(float dt) { base._OnLogicUpdate(dt); if (!BlackAreaManager.instance.enableBlackArea) { return; } for (int i = 0; i < _lightUpCellList.Count; i++) { var cellIndex = _lightUpCellList[i]; BlackAreaManager.instance.LightUpCell(cellIndex, CodeDefine.Fight.LIGHT_UP_TIME); } } } }