/// <summary> 보스 레이드 스킬 </summary> public virtual void RaidSkillInit(int _slot, uint skillIndex, Unit owner, SkillController _parent, bool _normal = false) { slot = _slot; Caster = owner; SkillCtr = _parent; _skillIndex = skillIndex; IsPatten = true; if (slot == 0) { IsMainSkill = true; } //< 처음엔 모두 사용할수 있도록 coolTime = 0; //< 자주사용하는값들은 미리 저장 needtarget = GetSkillActionInfo().needtarget; range = (ushort)(GetSkillActionInfo().range * 1); OrgCooltime = GetSkillActionInfo().cooltime; //< 스킬 타입을 설정한다 ActionInfo ActionInfo = GetSkillActionInfo(); if (ActionInfo == null) { return; } //일단 일반스킬만 살려둠 _SkillType = eActiveSkillType.Attack; /* * if (ActionInfo.skilltype == 1) * _SkillType = eActiveSkillType.Attack; * else if (ActionInfo.skilltype == 2) * _SkillType = eActiveSkillType.Buff; * else if (ActionInfo.skilltype == 3) * _SkillType = eActiveSkillType.Heal; */ }
public virtual void Init(int _slot, uint skillIndex, Unit owner, SkillController _parent, bool _normal = false) { slot = _slot; Caster = owner; SkillCtr = _parent; _skillIndex = skillIndex; //체인스킬도 일단 무시 if (slot == 0 || slot == 5 || slot == 6 || slot == 7) { IsMainSkill = true; } //< 처음엔 모두 사용할수 있도록 coolTime = 0; //< 자주사용하는값들은 미리 저장 ActionInfo actionInfo = GetSkillActionInfo(); if (actionInfo == null) { Debug.LogError(string.Format("Action Info null error skillIndex = {0}, npcName={1}", _skillIndex, owner.gameObject.name)); return; } needtarget = actionInfo.needtarget; range = (ushort)(actionInfo.range * 1); OrgCooltime = actionInfo.cooltime; //일단 일반스킬만 살려둠 _SkillType = eActiveSkillType.Attack; /* * if (ActionInfo.skilltype == 1) * _SkillType = eActiveSkillType.Attack; * else if (ActionInfo.skilltype == 2) * _SkillType = eActiveSkillType.Buff; * else if (ActionInfo.skilltype == 3) * _SkillType = eActiveSkillType.Heal; */ }