// effect pool // public List< cEffect > CastPool; // public string CastCond; // public List< cEffect > CastEffPool; // public List< cEffect > HitPool; // public string HitCond; // public List< cEffect > HitEffPool; // override public void Reset() { ClearBase (); TarIdent = 0; TarGridX = 0; TarGridY = 0; SkillID = 0; SkillData = null; fAtkAssist = 0; fDefAssist = 0; // Skill = null; // CastPool = null; // CastEffPool = null; // HitPool = null; // HitEffPool = null; }
// cache to get skill data public cSkillData GetSkillData( int nSkillId ) { cSkillData skilldata = null; if( SkillDataCachePool.TryGetValue(nSkillId , out skilldata )== true ){ return skilldata; } SKILL p = ConstDataManager.Instance.GetRow<SKILL> (nSkillId); if (p == null ) { if( nSkillId!=0 ){ Debug.LogErrorFormat( "can't get SKILL constdata {0}" , nSkillId ); } } skilldata = new cSkillData( p ); if (nSkillId == 0) { // spec setup skilldata.AddTag( _SKILLTAG._DAMAGE ); } SkillDataCachePool.Add( nSkillId , skilldata ); return skilldata; }