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- using System;
- using Fort23.Core;
- using GameLogic.Player;
- namespace GameLogic.Combat.Skill
- {
- public class SkillFeaturesData : CObject
- {
- /// <summary>
- /// 生命值
- /// </summary>
- public long 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>();
- skillFeaturesData.hp = hp;
- skillFeaturesData.isEnemy = isEnemy;
- skillFeaturesData.WuXingType = WuXingType;
- return skillFeaturesData;
- }
- public override void ActiveObj()
- {
- }
- public override void DormancyObj()
- {
- }
- }
- }
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