//-------------------------------------------------------- // [Author]: YYL // [ Date ]: 2025年7月11日 //-------------------------------------------------------- using System.Collections.Generic; using System.IO; using System.Threading; using System; using UnityEngine; using LitJson; public partial class SkillConfig : ConfigBase { public SkillType skillType; public SkillCastMode castMode; public SkillEffectType effectType; //技能类型:技能等级:技能 static Dictionary> skillDics = new Dictionary>(); protected override void OnConfigParseCompleted() { base.OnConfigParseCompleted(); skillType = (SkillType)SkillType; castMode = (SkillCastMode)CastPosition; effectType = (SkillEffectType)EffectType; // #if UNITY_EDITOR // if (Launch.Instance.isOpenBattleDebug) // { // if (castMode == SkillCastMode.None) // { // castMode = SkillCastMode.Target; // } // } // #endif Dictionary tempDic = null; if (!skillDics.TryGetValue((int)skillType, out tempDic)) { tempDic = new Dictionary(); skillDics.Add((int)skillType, tempDic); } tempDic[SkillLV] = this; } public MotionName GetMotionName() { return Enum.Parse(SkillMotionName); } public static SkillConfig GetSkillConfig(int skillType, int skillLv) { Dictionary tempDic = null; if (!skillDics.TryGetValue(skillType, out tempDic)) { return null; } SkillConfig config = null; tempDic.TryGetValue(skillLv, out config); return config; } }