using Cal; using Cal.DataTable; using System; using System.Collections.Generic; namespace ET { public class SkillLogic : Entity { public int skillId => skillLogicConfig.skillId; public int skillLevel; public int skillConfigId => skillLogicConfig.skillId * 100 + skillLevel; public Unit owner; public SkillLogicConfig skillLogicConfig; public SkillConfig skillConfig; private SkillAI _skillAI; public SkillAI skillAI { get => _skillAI ??= owner.GetComponent(); set => _skillAI = value; } public long lastCDTime; public float dataX10000 = 1; public float dataOldX10000 = 1; private AttackComponent attacker; /// /// 伤害倍数 /// public float multipleDamageX10000 { get { attacker ??= owner.GetComponent(); if (attacker == null) { Log.ErrorDetail($"attacker == null"); } return attacker.multipleDamageX10000; } set { if (attacker) attacker.multipleDamageX10000 = value; } } /// /// 释放次数 /// public int playAmount { get { attacker ??= owner.GetComponent(); return attacker.playAmount; } set { if (attacker) attacker.playAmount = value; } } public List skillOptionLogics = new List(); } }