2021-04-08 20:09:59 +08:00
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using ET;
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using Sirenix.OdinInspector;
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using UnityEngine;
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#if UNITY_EDITOR
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#endif
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namespace Cal
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{
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[GUIColor(0.95f, 0.08f, 0f)]
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[System.Serializable]
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public class SkillOption_伤害 : SkillOptionBase
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{
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public override SkillOptionType optionType => SkillOptionType.伤害;
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[BoxGroup("$optionType", CenterLabel = true)]
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[LabelText("目标选择")]
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public SelectTargetBase selectTarget;
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[BoxGroup("$optionType", CenterLabel = true)]
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[LabelText("是否触发暴击事件")]
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public bool isCritEvent;
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[BoxGroup("$optionType", CenterLabel = true)]
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[LabelText("伤害类型")]
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public SkillDamageType damageType;
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[BoxGroup("$optionType", CenterLabel = true)]
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[LabelText("基于释放者属性的伤害系数")]
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[SerializeField]
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public ValueCalculate damageCalculate_Self;
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[BoxGroup("$optionType", CenterLabel = true)]
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[LabelText("基于目标属性的伤害系数")]
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[SerializeField]
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public ValueCalculate damageCalculate_Target;
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2023-09-10 23:57:57 +08:00
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[BoxGroup("$optionType", CenterLabel = true)]
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[LabelText("是否限制伤害")]
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[SerializeField]
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public bool isDamageLimited;
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[ShowIf(nameof(isDamageLimited))]
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[BoxGroup("$optionType", CenterLabel = true)]
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[LabelText("基于目标属性的伤害系数")]
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[SerializeField]
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public ValueCalculate damageCalculate_Limit;
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2021-04-08 20:09:59 +08:00
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}
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}
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