private void InitState() { for (int i = 0; i <= 4; ++i) { SKILL_STATE_TYPE stateType = (SKILL_STATE_TYPE)i; SkillStateData stateData; stateData.stateType = stateType; } }
public void Dispose() { for (int i = 0; i < _spList.Count; ++i) { _spList[i].Dispose(); } _spList.Clear(); _stateDict.Clear(); _info = null; _caster = null; _currentStateType = SKILL_STATE_TYPE.无; _executed = false; _timer = 0; _CDing = false; _CDTick = 0; _CDTotal = 0; _id = 0; _lv = 0; _order = 0; _action = 0; }