public void AnalyseSkillKouKa(Skill_Info skill, List <ChessContainer> scope_list)
    {
        //分析效果
        switch (skill.my_Kouka)
        {
        case eSkill_Kouka.DirectDamage:
            foreach (ChessContainer cc in scope_list)
            {
                if (cc.my_chess != null)
                {
                    Chess chess = cc.my_chess;

                    //伤害计算
                    DamageInfo _info  = new DamageInfo(attribute.GetSklDmg(skill));
                    int        damage = get_attack();
                    _info.setActor(this);
                    _info.setPartner(null);
                    //伤害表现
                    damage_and_Display(chess, _info);
                }
            }

            break;

        case eSkill_Kouka.Cure:
            foreach (ChessContainer cc in scope_list)
            {
                if (cc.my_chess != null)
                {
                    Chess chess = cc.my_chess;
                    //伤害计算
                    DamageInfo _info  = new DamageInfo(attribute.GetSklDmg(skill));
                    int        damage = get_attack();
                    _info.setActor(this);
                    _info.setPartner(null);
                    //伤害表现
                    cure_and_Display(chess, _info);
                }
            }
            break;

        case eSkill_Kouka.Buff:
            foreach (ChessContainer cc in scope_list)
            {
                if (cc.my_chess != null)
                {
                    foreach (int buff_id in skill.my_buffs)
                    {
                        cc.my_chess.AddBuff(new BuffAdder(belong, buff_id));
                    }
                }
            }
            break;

        default:
            Debug.Log("错误 08021337 ,技能效果类型未实现。技能ID:" + skill.id);
            break;
        }
    }