hch
2026-02-13 8583cd2ad3b033b60eca94ecb10f5b2d8256396c
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//--------------------------------------------------------
//    [Author]:           YYL
//    [  Date ]:           2026年2月7日
//--------------------------------------------------------
 
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System;
using UnityEngine;
using LitJson;
using System.Linq;
 
 
public partial class SkillSkinConfig : ConfigBase<string, SkillSkinConfig>
{
    public SkillCastMode castMode;
 
    public SkillEffectType effectType;
 
    protected override void OnConfigParseCompleted()
    {
        base.OnConfigParseCompleted();
 
        castMode = (SkillCastMode)CastPosition;
        effectType = (SkillEffectType)EffectType;
 
 
        if (DamageDivide == null || DamageDivide.Length == 0)
        {
            DamageDivide = new int[1][];
            DamageDivide[0] = new int[] { 10000 };
        }
 
        
    }
 
    public MotionName GetMotionName()
    {
        return Enum.Parse<MotionName>(SkillMotionName);
    }
 
    public List<int> GetDamageDivide(int _hitIndex)
    {
        List<int> damageDivide = new List<int>();
        if (_hitIndex == 0 && DamageDivide.Length <= 0)
        {
            damageDivide.Add(10000);
        }
        else
        {
            if (DamageDivide.Length <= _hitIndex)
            {
                Debug.LogError("技能伤害分布配置错误 SkillSkinID: " + SkillSkinID + " hitIndex: " + _hitIndex);
                damageDivide.Add(10000);
            }
            else
            {
                damageDivide = DamageDivide[_hitIndex].ToList();
            }
        }
        return damageDivide;
    }
}