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							- using System;
 
- using System.Collections.Generic;
 
- using Common.Utility.CombatEvent;
 
- using Excel2Json;
 
- using Fort23.Core;
 
- using Fort23.UTool;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Skill;
 
- using GameLogic.Hero;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.Hero
 
- {
 
-     public class CombatHeroSkillControlBasic : IDisposable
 
-     {
 
-         public BetterList<SkillBasic> allSkill = new BetterList<SkillBasic>();
 
-         protected CombatHeroEntity _combatHeroEntity;
 
-         /// <summary>
 
-         /// 当前显示跑CD的技能
 
-         /// </summary>
 
-         public SkillBasic currCdSkill;
 
-         public T This<T>() where T : class
 
-         {
 
-             return this as T;
 
-         }
 
-         public async CTask Init(CombatHeroEntity combatHeroEntity)
 
-         {
 
-             _combatHeroEntity = combatHeroEntity;
 
-             await ProInit();
 
-         }
 
-         protected virtual async CTask ProInit()
 
-         {
 
-         }
 
-         public T GetSkillBasic<T>() where T : SkillBasic
 
-         {
 
-             for (int i = 0; i < allSkill.Count; i++)
 
-             {
 
-                 if (allSkill[i] is T)
 
-                 {
 
-                     return (T)allSkill[i];
 
-                 }
 
-             }
 
-             return null;
 
-         }
 
-         public SkillBasic GetSkillBasic(int skillGroupId)
 
-         {
 
-             for (int i = 0; i < allSkill.Count; i++)
 
-             {
 
-                 if (allSkill[i].SelfSkillConfig.IDGroup == skillGroupId)
 
-                 {
 
-                     return allSkill[i];
 
-                 }
 
-             }
 
-             return null;
 
-         }
 
-         public virtual async CTask SetNewSkill(SkillInfo[] allSkill)
 
-         {
 
-         }
 
-         public SkillBasic AddSkill(SkillInfo skillInfo)
 
-         {
 
-             if (string.IsNullOrEmpty(skillInfo.skillConfig.scriptName))
 
-             {
 
-                 return null;
 
-             }
 
-             SkillBasic skillBasic = SkillScriptManager.Instance.CreateSkillBasic(skillInfo.skillConfig);
 
-             if (skillBasic == null)
 
-             {
 
-                 return null;
 
-             }
 
-             skillBasic.InitSkillConfig(_combatHeroEntity, skillInfo);
 
-             // skillBasic.InitSkill(_combatHeroEntity);
 
-             allSkill.Add(skillBasic);
 
-             return skillBasic;
 
-         }
 
-         public void Update(float t)
 
-         {
 
-             for (int i = 0; i < allSkill.Count; i++)
 
-             {
 
-                 allSkill[i].CombatUpdate(t);
 
-             }
 
-             ProUpdate(t);
 
-         }
 
-         protected virtual void ProUpdate(float t)
 
-         {
 
-         }
 
-         public virtual void Dispose()
 
-         {
 
-             for (int i = 0; i < allSkill.size; i++)
 
-             {
 
-                 SkillBasic skillBasic = allSkill[i];
 
-                 CObjectPool.Instance.Recycle(skillBasic);
 
-             }
 
-             allSkill.Clear();
 
-             _combatHeroEntity = null;
 
-         }
 
-         public virtual void ProDormancyObj()
 
-         {
 
-             for (int i = 0; i < allSkill.size; i++)
 
-             {
 
-                 SkillBasic skillBasic = allSkill[i];
 
-                 CObjectPool.Instance.Recycle(skillBasic);
 
-             }
 
-             allSkill.Clear();
 
-         }
 
-     }
 
- }
 
 
  |