protected internal virtual void initAllSkill()
		{
			List<int> _skillIds = Owner.BaseProp.SkillIdList;
			List<BaseHeroBattleSkillAction> _allSkills = SkillService.getSkillAction(_skillIds);
			foreach (BaseHeroBattleSkillAction _action in _allSkills)
			{
				SkillActionHolder _holder = actionHolderArr[_action.TriggerId];
				_holder.addSkillAction(_action);
				if (_action.TriggerId == BattleEventConstants.BATTLE_HUNG_UP)
				{
					activeAction = _action;
				}
			}
			if (activeAction == null)
			{
				Logger.Log("no active action");
			}
		}
		public virtual void calcAttackBattleAction(BattleTeamFightRecord record)
		{
			BaseHeroBattleSkillAction _attackAct = null;
			List<BaseHeroBattleSkillAction> _actList = getToActList(BattleEventConstants.BATTLE_FIGHTER_ATTACK);
			if (_actList.Count == 0)
			{
				_attackAct = NormalAttack;
			}
			else
			{
				_attackAct = _actList[0];
			}
			attackAction = _attackAct;
			recordSPSkillInfo(record);
		}
		public virtual void addSkillAction(BaseHeroBattleSkillAction baseAction)
		{
			this.skillActionList.Add(baseAction);
		}
		public override void init()
		{
			attackAction = SkillService.NormalHeroAttack;
			initHolder();
			initAllSkill();
		}
		/// <summary>
		/// 创建普通动作,目前只有两个,英雄攻击和英雄回血,怪物攻击全部是技能攻击
		/// </summary>
		public virtual void initNormalAction()
		{
			normalHeroAttack = SkillActionCreater.createDefaultNormalAction(true, false);
			normalHeroRecover = SkillActionCreater.createDefaultNormalAction(false, false);
			normalAOEAttack = SkillActionCreater.createDefaultNormalAction(true, true);
		}