| | |
| | | bool isPangdeSkill = 1003020 == skillConfig.SkillID; |
| | | |
| | | int loopCount = skillConfig.LoopCount; |
| | | // 前摇 |
| | | int startupFrames = skillConfig.StartupFrames; |
| | | // 中摇 |
| | | int[] activeFrames = skillConfig.ActiveFrames ?? new int[0]; |
| | | int frameCount = activeFrames.Length; |
| | | // 后摇 |
| | | float recoveryFrame = skillConfig.RecoveryFrames; |
| | | |
| | | // 如果前中后摇没有配置 那么默认给一个1 2 3的帧数 |
| | | if (startupFrames <= 0 && frameCount == 0 && recoveryFrame <= 0f) |
| | | { |
| | | startupFrames = 1; |
| | | activeFrames = new int[] { 2 }; |
| | | frameCount = 1; |
| | | recoveryFrame = 3f; |
| | | } |
| | | |
| | | |
| | | // 轨道分配策略:主技能用 track 0,子技能从轨道池分配 |
| | | int trackIndex = 0; |
| | | if (isSubSkill) |