SkillFeaturesData.cs 1.7 KB

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  1. using System;
  2. using Common.Combat.FxAILogic;
  3. using Fort23.Core;
  4. using GameLogic.Player;
  5. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  6. namespace GameLogic.Combat.Skill
  7. {
  8. public class SkillFeaturesData : CObject, ISkillFeatures
  9. {
  10. /// <summary>
  11. /// 生命值
  12. /// </summary>
  13. public long hp;
  14. /// <summary>
  15. /// 最大时的Hp
  16. /// </summary>
  17. public long maxHp;
  18. public long pengZhuangHp;
  19. public bool isEnemy;
  20. public WuXingType WuXingType;
  21. /// <summary>
  22. /// 防御,减少受到的伤害(百分比例)%
  23. /// </summary>
  24. public SkillFeaturesPengZhuangInfo SkillFeaturesPengZhuangInfo;
  25. public SkillBasic SkillBasic;
  26. public FxAILogicBasic FxAILogicBasic;
  27. public SkillFeaturesData CapyFeaturesData()
  28. {
  29. SkillFeaturesData skillFeaturesData = CObjectPool.Instance.Fetch<SkillFeaturesData>();
  30. skillFeaturesData.hp = hp;
  31. skillFeaturesData.SkillBasic = SkillBasic;
  32. skillFeaturesData.isEnemy = isEnemy;
  33. skillFeaturesData.WuXingType = WuXingType;
  34. return skillFeaturesData;
  35. }
  36. public override void ActiveObj()
  37. {
  38. }
  39. public override void DormancyObj()
  40. {
  41. SkillBasic = null;
  42. FxAILogicBasic = null;
  43. }
  44. public void InitPengZhuang()
  45. {
  46. DisposePengZhuang();
  47. SkillFeaturesPengZhuangInfo = CObjectPool.Instance.Fetch<SkillFeaturesPengZhuangInfo>();
  48. }
  49. public void DisposePengZhuang()
  50. {
  51. CObjectPool.Instance.Recycle(SkillFeaturesPengZhuangInfo);
  52. SkillFeaturesPengZhuangInfo = null;
  53. }
  54. }
  55. }