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using UnityEngine;
using IVDataFormat;
public class GamePlayBuffMgr : Singleton<GamePlayBuffMgr>
{
BuffDataGroup buffGroup;
public BuffDataGroup BuffGroup => buffGroup;
private void Awake()
{
buffGroup = new BuffDataGroup();
buffGroup.OnChanged += OnChangedBuffList;
}
private void OnDestroy()
{
buffGroup.OnChanged -= OnChangedBuffList;
}
private void Update()
{
buffGroup.Update(Time.fixedDeltaTime);
}
private void OnChangedBuffList(BuffData buffData, bool added)
{
switch (buffData.Key)
{
case eEffectType.AtkBuff:
case eEffectType.HpBuff:
case eEffectType.GoldDropRate:
case eEffectType.ExpDropRate:
case eEffectType.SkillDamage:
BuffMgr.Instance.CalcCharStat(buffData.Key);
BattleMgr.Instance.GetPlayer().RefreshStat();
break;
case eEffectType.PlayerSkillCoolFix:
BattleMgr.Instance.RecalcAllSkillCool();
break;
}
}
}