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- //using FL.Battle.Components;
- //using System;
- //using UnityEngine;
- //namespace FL.Battle
- //{
- // /// <summary>
- // /// 技能特效信息
- // /// </summary>
- // [Serializable]
- // public sealed class SkillVfxInfo
- // {
- // public enum EVfxTriggerType : byte
- // {
- // None = 0,
- // HitTarget,
- // ReachArea,
- // }
- // [Serializable]
- // public struct VfxInfo
- // {
- // [Header("特效名字")]
- // public string name;
- // [Header("特效持续时长,单位: 毫秒")]
- // public int duration;
- // [Header("特效延迟时长,单位: 毫秒")]
- // public int delay;
- // }
- // [Header("技能编号")]
- // [SerializeField]
- // private int _skillId;
- // [Header("施法特效")]
- // [SerializeField]
- // private VfxInfo _castVfx;
- // [Header("受击特效")]
- // [SerializeField]
- // private VfxInfo _hitVfx;
- // [Header("伤害计算延时 单位:毫秒")]
- // [SerializeField]
- // private int _damageDelay;
- // ///// <summary>
- // ///// 伤害范围
- // ///// TODO: 单体、圆形、矩形
- // ///// </summary>
- // //public Vector3 damageRange;
- // [Header("技能动作")]
- // [SerializeField]
- // private EAnimationName _animationName;
- // [Header("动作延迟 单位:毫秒")]
- // [SerializeField]
- // private int _animationDelay;
- // /// <summary>
- // /// 技能编号
- // /// </summary>
- // public int SkillId => _skillId;
- // public string CastVfxName => _castVfx.name;
- // public int CastVfxDuration => _castVfx.duration;
- // public int CastVfxDelay => _castVfx.delay;
- // public string HitVfxName => _hitVfx.name;
- // public int HitVfxDuration => _hitVfx.duration;
- // public int HitVfxDelay => _hitVfx.delay;
- // public int DamageDelay => _damageDelay;
- // public EAnimationName AnimationName => _animationName;
- // public int AnimationDelay => _animationDelay;
- // public SkillVfxInfo()
- // {
- // _castVfx.duration = 1000;
- // _hitVfx.duration = 2000;
- // _hitVfx.delay = 300;
- // _damageDelay = 300;
- // _animationName = EAnimationName.skill;
- // }
- // }
- //}
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