public new void Init(CSkillData data, ISimpleStatusContext owner) { base.Init(); this.m_SkillData = data; this.m_OwnerContext = owner; this.m_SkillMethods = new Dictionary <string, Action <object> > (); this.m_SkillMethods ["ApplyDamage"] = this.ApplyDamage; }
public new void Init(ISimpleStatusContext owner, CSkillData[] slots, int defaultSkill = 0) { base.Init(); this.m_Owner = owner; this.m_OwnerController = owner.GetController() as CObjectController; this.m_SkillSlot = new CSkillData[slots.Length]; Array.Copy(slots, this.m_SkillSlot, slots.Length); this.m_DefaultNormalAttack = defaultSkill; this.m_DelayTemps = new float[slots.Length]; this.m_DelayTemps [defaultSkill] = 0.1f; }
public override void SetOwner(CObjectController value) { this.m_Owner = value as ISimpleStatusContext; this.m_OwnerController = value; this.m_EffectComponent.SetOwner(this.m_Owner); }
public virtual void SetOwner(ISimpleStatusContext value) { this.m_OwnerContext = value; }
public virtual void SetTarget(ISimpleStatusContext value) { this.m_TargetContext = value; }