using AOT.PostProcess.BlackArea; using Gameplay.Area; using Gameplay.PostProcess.BlackArea; namespace Gameplay.Buff { public class BuffLightUpOnce : BaseBuff { protected override void _OnTrigger() { base._OnTrigger(); var lightDistance = _TryGetIntParam(0); var lightDuring = _TryGetFloatParam(1); var centerCellIndex = owner.transData.cellIndex; var allCellIndex = AreaManager.instance.GetCellIndexsAround(centerCellIndex, lightDistance); for (int i = 0; i < allCellIndex.Count; i++) { var cellIndex = allCellIndex[i]; BlackAreaManager.instance.LightUpCell(cellIndex, lightDuring); } } } }