using System; /// <summary> /// 被动属性逻辑基类 /// </summary> public abstract class BuffFragment : Component<BuffProp> { /// <summary> /// 所属角色对象 /// </summary> public Role Role => Master?.Master; /// <summary> /// 当道具被拾起时调用 (在 Master 赋值之后调用) /// </summary> public abstract void OnPickUpItem(); /// <summary> /// 当道具被移除时调用 (在 Master 置为 null 之前调用) /// </summary> public abstract void OnRemoveItem(); /// <summary> /// 初始化被动属性参数 /// </summary> public virtual void InitParam(float arg1) { Debug.LogError($"'{GetType().FullName}'为实现1参数初始化函数!"); } /// <summary> /// 初始化被动属性参数 /// </summary> public virtual void InitParam(float arg1, float arg2) { Debug.LogError($"'{GetType().FullName}'为实现2参数初始化函数!"); } /// <summary> /// 初始化被动属性参数 /// </summary> public virtual void InitParam(float arg1, float arg2, float arg3) { Debug.LogError($"'{GetType().FullName}'为实现4参数初始化函数!"); } /// <summary> /// 初始化被动属性参数 /// </summary> public virtual void InitParam(float arg1, float arg2, float arg3, float arg4) { Debug.LogError($"'{GetType().FullName}'为实现4参数初始化函数!"); } }