using ET; using Sirenix.OdinInspector; using UnityEngine; #if UNITY_EDITOR #endif namespace Cal { [GUIColor(0.95f, 0.08f, 0f)] [System.Serializable] public class SkillOption_伤害 : SkillOptionBase { public override SkillOptionType optionType => SkillOptionType.伤害; [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("$optionType", CenterLabel = true)] [LabelText("基于目标属性的伤害系数")] [SerializeField] public ValueCalculate damageCalculate_Target; [BoxGroup("$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; } }