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							- using System;
 
- using Common.Combat.FxAILogic;
 
- using Fort23.Core;
 
- using GameLogic.Player;
 
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
- namespace GameLogic.Combat.Skill
 
- {
 
-     public class SkillFeaturesData : CObject, ISkillFeatures
 
-     {
 
-         /// <summary>
 
-         /// 生命值
 
-         /// </summary>
 
-         public long hp;
 
-         /// <summary>
 
-         /// 最大时的Hp
 
-         /// </summary>
 
-         public long maxHp;
 
-         public long pengZhuangHp;
 
-         public bool isEnemy;
 
-         public WuXingType WuXingType;
 
-         /// <summary>
 
-         /// 防御,减少受到的伤害(百分比例)%
 
-         /// </summary>
 
-         public SkillFeaturesPengZhuangInfo SkillFeaturesPengZhuangInfo;
 
-         public SkillBasic SkillBasic;
 
-         public FxAILogicBasic FxAILogicBasic;
 
-         public SkillFeaturesData CapyFeaturesData()
 
-         {
 
-             SkillFeaturesData skillFeaturesData = CObjectPool.Instance.Fetch<SkillFeaturesData>();
 
-             skillFeaturesData.hp = hp;
 
-             skillFeaturesData.SkillBasic = SkillBasic;
 
-             skillFeaturesData.isEnemy = isEnemy;
 
-             skillFeaturesData.WuXingType = WuXingType;
 
-             return skillFeaturesData;
 
-         }
 
-         public override void ActiveObj()
 
-         {
 
-         }
 
-         public override void DormancyObj()
 
-         {
 
-             SkillBasic = null;
 
-             FxAILogicBasic = null;
 
-         }
 
-         public void InitPengZhuang()
 
-         {
 
-             DisposePengZhuang();
 
-             SkillFeaturesPengZhuangInfo = CObjectPool.Instance.Fetch<SkillFeaturesPengZhuangInfo>();
 
-         }
 
-         public void DisposePengZhuang()
 
-         {
 
-             CObjectPool.Instance.Recycle(SkillFeaturesPengZhuangInfo);
 
-             SkillFeaturesPengZhuangInfo = null;
 
-         }
 
-     }
 
- }
 
 
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