//-------------------------------------------------------- // [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 { 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(SkillMotionName); } public List GetDamageDivide(int _hitIndex) { List damageDivide = new List(); 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; } }