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using System;
using CoreGame;
using GAS.Runtime;
namespace CoreGame.Render
{
// 强行掉落, 一般由触发器,触发的指定掉落,凋落物类型一定为技能
[Serializable]
public class TaskForceDropItem : InstantAbilityTask
{
public int dropSkillId;
public string dropItemCount;
public float dropRadius = BattleConst.DropItemRadius;
public override void OnExecute(in TaskSpec self)
{
var ctx = self.abilitySpec.ctx;
if (ctx.castTarget.Count == 0)
return;
var pos = ctx.castPos[0];
var target = ctx.castTarget[0];
var targetEntity = Contexts.Combat.GetEntity(target);
if (targetEntity != null)
{
var transformProxy = targetEntity.logicTransform;
if (transformProxy != null)
pos = transformProxy.position;
}
var count = ExpressionEvaluator.CalcVal_WithCtx(dropItemCount, ctx, 1);
for (int i = 0; i < count; i++)
{
// DropItemSrv.CreateExactDropItem(pos, dropSkillId, dropRadius);
}
}
}
}