using UnityEngine; namespace Game { public class ClipThrowControl : TimelineClipBase { private ThrowControlClip _mRealAsset; private GameEntity target; public override void OnEnter() { target = Util.GetEntity(Owner.skill.ThrowTarget); if (target == null || !target.hasTimeline) { BreakSkill(); return; } TimelineManager.Instance.EndSkillTimeline(target); target.timeline.IsRunning = true; Util.AddStaggerBuff(target.ID(), -1f); } public override void OnStay() { Util.Print("Throwing target: " + target.ID()); if (!target.hp.IsAlive) BreakSkill(); } public override void OnLeave() { target.timeline.IsRunning = false; Util.AddStaggerBuff(target.ID(), 2f); } private void BreakSkill() { TimelineManager.Instance.EndSkillTimeline(Owner); } } }