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CTT/Unity/Assets/XNodeDemo/NewSkill/RunTime/SkillOption_伤害.cs

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