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; } }