| | |
| | | |
| | | |
| | | |
| | | public static SkillBase CreateSkill(SkillConfig _skillConfig) |
| | | public static SkillBase CreateSkill(BattleObject _caster, H0604_tagUseSkillAttack vNetData, BattleField battleField) |
| | | { |
| | | SkillConfig skillConfig = SkillConfig.Get(vNetData.SkillID); |
| | | |
| | | SkillBase skill = null; |
| | | switch (_skillConfig.SkillType) |
| | | switch (skillConfig.SkillType) |
| | | { |
| | | case 1: |
| | | skill = new DirectlyDamageSkill(_skillConfig); |
| | | // 先实现一个攻击的 后续有再慢慢增加 |
| | | skill = new DirectlyDamageSkill(_caster, skillConfig, vNetData, battleField); |
| | | break; |
| | | case 2: |
| | | // skill = new DirectlyHealSkill(_skillConfig); |