using System;
using Fort23.Core;
using GameLogic.Player;
namespace GameLogic.Combat.Skill
{
public class SkillFeaturesData : CObject
{
///
/// 防御值
///
public int def;
///
/// 生命值
///
public int hp;
public bool isEnemy;
public WuXingType WuXingType;
public int GetRestrained(WuXingType targetWuXingType)
{
int c = 0;
if (WuXingType.HasFlag(WuXingType.Gold))
{
if (targetWuXingType.HasFlag(WuXingType.Wood))
{
c++;
}
}
if (WuXingType.HasFlag(WuXingType.Wood))
{
if (targetWuXingType.HasFlag(WuXingType.Earth))
{
c++;
}
}
if (WuXingType.HasFlag(WuXingType.Water))
{
if (targetWuXingType.HasFlag(WuXingType.Fire))
{
c++;
}
}
if (WuXingType.HasFlag(WuXingType.Fire))
{
if (targetWuXingType.HasFlag(WuXingType.Gold))
{
c++;
}
}
if (WuXingType.HasFlag(WuXingType.Earth))
{
if (targetWuXingType.HasFlag(WuXingType.Wood))
{
c++;
}
}
return c;
}
public SkillFeaturesData CapyFeaturesData()
{
SkillFeaturesData skillFeaturesData = CObjectPool.Instance.Fetch();
skillFeaturesData.hp = hp;
skillFeaturesData.def = def;
skillFeaturesData.isEnemy = isEnemy;
skillFeaturesData.WuXingType = WuXingType;
return skillFeaturesData;
}
public override void ActiveObj()
{
}
public override void DormancyObj()
{
}
}
}