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; public long lastCDTime; public float dataX10000 = 1; public float dataOldX10000 = 1; /// /// 伤害倍数 /// public float multipleDamageX10000 { get { AttackComponent attacker = owner.GetComponent(); if (attacker == null) { Log.ErrorDetail($"attacker == null"); return 1; } return attacker.multipleDamageX10000; } set { AttackComponent attacker = owner.GetComponent(); if (attacker == null) { Log.ErrorDetail($"attacker == null"); return; } if (value < 1) value = 1; attacker.multipleDamageX10000 = value; } } /// /// 释放次数 /// public int playAmount { get { AttackComponent attacker = owner.GetComponent(); if (attacker == null) { Log.ErrorDetail($"attacker == null"); return 1; } return attacker.playAmount; } set { AttackComponent attacker = owner.GetComponent(); if (attacker == null) { Log.ErrorDetail($"attacker == null"); return; } if (value < 1) value = 1; attacker.playAmount = value; } } public List skillOptionLogics = new List(); } }