| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768 | 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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