| | |
| | | self._bySkill = None # 由哪个技能触发的
|
| | | self._byBuff = None # 由哪个buff触发的
|
| | | self._afterLogicList = [] # 技能释放后需要处理逻辑 [[logicType, logicParams], ...]
|
| | | self._energy = 0 # 技能能量,一般用于累计能量达到某种条件后做逻辑
|
| | |
|
| | | # 连击相关
|
| | | self._comboState = 0 # 连击状态 0-未重置,1-初始化连击相关可连击,2-连击已中断
|
| | |
| | | def GetTagParryNum(self, tagID): return self._parryTagIDDict.get(tagID, 0)
|
| | | def SetTagParryNum(self, tagID, parryNum): self._parryTagIDDict[tagID] = parryNum
|
| | |
|
| | | def GetEnergy(self): return self._energy # 累计能量
|
| | | def SetEnergy(self, energy): self._energy = energy
|
| | | |
| | | class SkillManager():
|
| | | ## 战斗对象技能管理器
|
| | |
|