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namespace ET
{
public class BattleActionSegmentAwakeSystem: AwakeSystem<BattleActionSegment>
{
public override void Awake(BattleActionSegment self)
{
self.Awake();
}
}
public class BattleActionSegmentDestroySystem: DestroySystem<BattleActionSegment>
{
public override void Destroy(BattleActionSegment self)
{
self.Destroy();
}
}
[FriendClass(typeof(BattleActionSegment))]
[FriendClass(typeof(BattleUnitViewComponent))]
public static class BattleActionSegmentSystem
{
public static void Awake(this BattleActionSegment self)
{
}
public static void Destroy(this BattleActionSegment self)
{
Unit unit = UnitHelper.GetMyUnitFromZoneScene(self.ZoneScene());
if (self.Type == BattleActionSegemntType.Attack)
{
Game.EventSystem.Publish(new EventType.AttackActionEnd(){Unit = unit, AttackerId = self.Source.Fighter.Id, TargetId = self.Target.Fighter.Id});
}
}
}
}