/// <summary>
 /// 执行战斗结束时被动技能回调
 /// </summary>
 /// <param name="enemy">Enemy.</param>
 public void ExcuteFightEndCallBacks(BattleAgentController enemy)
 {
     for (int i = 0; i < fightEndTriggerExcutors.Count; i++)
     {
         SkillCallBack cb = fightEndTriggerExcutors [i].triggeredCallback;
         cb(this, enemy);
     }
 }
 /// <summary>
 /// 执行被攻击时被动技能回调
 /// </summary>
 /// <param name="enemy">Enemy.</param>
 public void ExcuteBeAttackedSkillCallBacks(BattleAgentController enemy)
 {
     for (int i = 0; i < beAttackedTriggerExcutors.Count; i++)
     {
         SkillCallBack cb = beAttackedTriggerExcutors [i].triggeredCallback;
         cb(this, enemy);
     }
 }
 public TriggeredSkillExcutor(TriggeredPassiveSkill ts, SkillCallBack callBack)
 {
     this.triggeredSkill    = ts;
     this.triggeredCallback = callBack;
 }
 public void Clear()
 {
     triggeredSkill    = null;
     triggeredCallback = null;
 }
 public TriggeredSkillExcutor(TriggeredSkill ts, SkillEffectTarget source, SkillCallBack callBack)
 {
     this.triggeredSkill    = ts;
     this.triggerSource     = source;
     this.triggeredCallback = callBack;
 }