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() { } } }