using ET; using Sirenix.OdinInspector; using UnityEngine; #if UNITY_EDITOR #endif namespace Cal { [GUIColor(0.6f, 0.8f, 0f)] [System.Serializable] public class SkillOption_护盾 : SkillOptionBase { public override SkillOptionType optionType => SkillOptionType.护盾; [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("$optionType", CenterLabel = true)] [LabelText("基于释放者属性的治疗系数")] #if UNITY [SerializeField] #endif public ValueCalculate treatCalculate_Self; [BoxGroup("$optionType", CenterLabel = true)] [LabelText("基于目标属性的治疗系数")] #if UNITY [SerializeField] #endif public ValueCalculate treatCalculate_Target; } }