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@@ -28,12 +28,13 @@ namespace GameLogic.Combat.Hero
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/// 充能额外速度
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/// </summary>
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public float cdAddSpeed;
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-
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+
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// public float cdSpeed=1;
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/// <summary>
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/// 是否拥有法宝宝典
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/// </summary>
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public bool isMagicWeaponTreasureBook = false;
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+
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public FaBaoInfo FaBaoInfo
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{
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get { return _faBaoInfo; }
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@@ -65,9 +66,18 @@ namespace GameLogic.Combat.Hero
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private BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
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+ private SkillBasic skillBasic;
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+
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public float MaxCd
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{
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- get { return magicWeaponConfig.cd; }
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+ get
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+ {
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+ if (skillBasic == null)
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+ {
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+ return 1;
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+ }
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+ return skillBasic.SelfSkillConfig.cd;
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+ }
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}
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private FabaoConfig magicWeaponConfig;
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@@ -94,8 +104,8 @@ namespace GameLogic.Combat.Hero
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string modelName = magicWeaponConfig.model;
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CurrCombatHeroInfo = new CombatHeroInfo();
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- CurrCombatHeroInfo.modelName= magicWeaponConfig.model;
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- cd = magicWeaponConfig.cd;
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+ CurrCombatHeroInfo.modelName = magicWeaponConfig.model;
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+
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// GameTimeLineParticleFactory
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CombatHeroGameObjectPool poolInterface =
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@@ -131,7 +141,7 @@ namespace GameLogic.Combat.Hero
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int id = magicWeaponConfig.SkillGroupID * 10 + 1;
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// SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(id);
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SkillInfo skillInfo = new SkillInfo(id, 1);
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- CombatHeroSkillControl.AddSkill(skillInfo);
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+ skillBasic = CombatHeroSkillControl.AddSkill(skillInfo);
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BuffControl = new BuffControl();
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BuffControl.Init(this);
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@@ -157,6 +167,10 @@ namespace GameLogic.Combat.Hero
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poolInterface.own.SetActive(true);
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combatHeroAnimtion.Init(this);
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CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
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+ if (skillBasic != null)
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+ {
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+ cd = skillBasic.SelfSkillConfig.cd;
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+ }
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#endif
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callBack?.Invoke(this);
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return this;
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@@ -191,7 +205,7 @@ namespace GameLogic.Combat.Hero
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_HpBl = _faBaoInfo.FabaoPowerupConfig.Power;
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- cd = magicWeaponConfig.cd;
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+ cd = MaxCd;
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_rootMagicWeaponControl.UseMagicWeapon(this);
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}
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@@ -208,7 +222,7 @@ namespace GameLogic.Combat.Hero
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if (b1008 == null)
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{
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cd -= t;
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- if (_rootMagicWeaponControl.isAutoUse&&IsCanUse())
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+ if (_rootMagicWeaponControl.isAutoUse && IsCanUse())
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{
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UseMagicWeapon();
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}
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