//--------------------------------------------------------
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// [Author]: YYL
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// [ Date ]: 2026年2月7日
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//--------------------------------------------------------
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System;
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using UnityEngine;
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using LitJson;
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using System.Linq;
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public partial class SkillSkinConfig : ConfigBase<string, SkillSkinConfig>
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{
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public SkillCastMode castMode;
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public SkillEffectType effectType;
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protected override void OnConfigParseCompleted()
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{
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base.OnConfigParseCompleted();
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castMode = (SkillCastMode)CastPosition;
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effectType = (SkillEffectType)EffectType;
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if (DamageDivide == null || DamageDivide.Length == 0)
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{
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DamageDivide = new int[1][];
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DamageDivide[0] = new int[] { 10000 };
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}
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}
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public MotionName GetMotionName()
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{
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return Enum.Parse<MotionName>(SkillMotionName);
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}
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public List<int> GetDamageDivide(int _hitIndex)
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{
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List<int> damageDivide = new List<int>();
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if (_hitIndex == 0 && DamageDivide.Length <= 0)
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{
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damageDivide.Add(10000);
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}
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else
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{
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if (DamageDivide.Length <= _hitIndex)
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{
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Debug.LogError("技能伤害分布配置错误 SkillSkinID: " + SkillSkinID + " hitIndex: " + _hitIndex);
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damageDivide.Add(10000);
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}
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else
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{
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damageDivide = DamageDivide[_hitIndex].ToList();
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}
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}
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return damageDivide;
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}
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}
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