hch
13 小时以前 51761dd1710c50fb26f4c7424faaa5466306fa27
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// #if UNITY_EDITOR
// using UnityEngine;
// using System.Collections.Generic;
 
// public class EditorSkillRecordAction : RecordAction
// {
//     public int SkillId;
 
//     public SkillConfig skillConfig;
 
//     protected SkillBase skillBase;
 
//     protected List<Dictionary<int, List<int>>> damageList = new List<Dictionary<int, List<int>>>();
    
//     private bool isCast = false;
 
 
//     public EditorSkillRecordAction(int _SkillId, BattleField _battleField, BattleObject _battleObj)
//         : base(RecordActionType.Skill, _battleField, _battleObj)
//     {
//         SkillId = _SkillId;
 
//         skillConfig = SkillConfig.Get(SkillId);
 
//         if (null == skillConfig)
//         {
//             BattleDebug.LogError("找不到技能配置 " + SkillId);
//         }
 
//         skillBase = SkillFactory.CreateSkill(skillConfig);
 
//         // _battleObj使用了SkillId的技能
//         damageList = skillBase.GetDamageList(battleObject, battleField);
//     }
 
//     public EditorSkillRecordAction(int _SkillId, BattleField _battleField, BattleObject _battleObj, List<Dictionary<int, List<int>>> _damageList)
//         : base(RecordActionType.Skill, _battleField, _battleObj)
//     {
//         SkillId = _SkillId;
 
//         skillConfig = SkillConfig.Get(SkillId);
 
//         if (null == skillConfig)
//         {
//             BattleDebug.LogError("找不到技能配置 " + SkillId);
//         }
 
//         skillBase = SkillFactory.CreateSkill(skillConfig);
 
//         damageList = _damageList;
//         // _battleObj使用了SkillId的技能
//     }
 
//     public override bool IsFinished()
//     {
//         return skillBase.IsFinished();
//     }
 
 
//     public override void Run()
//     {
//         base.Run();
 
//         if (null == skillBase)
//         {
//             return;
//         }
 
//         if (!skillBase.IsFinished())
//         {
//             skillBase.Run();
//         }
 
//         if (isCast)
//             return;
 
//         if (damageList.Count > 0)
//         {
//             skillBase.Cast(battleObject, battleField, damageList);
//         }
//         else
//         {
//             skillBase.ForceFinished();
//         }
 
//         isCast = true;
//     }
// }
// #endif