public static ActionParameter GetActionParameterByActionType(eActionType actionType, out bool isSuccess) { ActionParameter action = new ActionParameter(); isSuccess = true; switch (actionType) { case eActionType.ATTACK: action = new AttackAction(); break; case eActionType.MOVE: action = new MoveAction(); break; case eActionType.KNOCK: action = new KnockAction(); break; case eActionType.WAVE_START_IDLE: action = new WaveStartIdleAction(); break; case eActionType.BUFF_DEBUFF: action = new BuffDebuffAction(); break; default: isSuccess = false; break; } return(action); }
public static ActionParameter GetActionParameterByActionType(eActionType actionType, out bool isSuccess) { ActionParameter action = new ActionParameter(); isSuccess = true; switch (actionType) { case eActionType.ATTACK: action = new AttackAction(); break; case eActionType.MOVE: action = new MoveAction(); break; case eActionType.KNOCK: action = new KnockAction(); break; case eActionType.HEAL: action = new HealAction(); break; case eActionType.BARRIER: action = new BarrierAction(); break; case eActionType.REFLEXIVE: //这个没有继承类,就用基类 action = new ActionParameter(); break; case eActionType.CHANGE_SPEED: action = new ChangeSpeedAction(); break; case eActionType.SLIP_DAMAGE: action = new SlipDamageAction(); break; case eActionType.BUFF_DEBUFF: action = new BuffDebuffAction(); break; case eActionType.BLIND: action = new BlindAction(); break; case eActionType.CHARGE_ENERGY: action = new ChargeEnergyAction(); break; case eActionType.DAMAGE_CHARGE: action = new DamageChargeAction(); break; case eActionType.NO_DAMAGE: action = new NoDamageAction(); break; case eActionType.GIVE_VALUE_AS_ADDITIVE: action = new GiveValueAdditiveAction(); break; case eActionType.GIVE_VALUE_AS_MULTIPLE: action = new GiveValueMultipleAction(); break; case eActionType.IF_FOR_AL: action = new IfForAllAction(); break; case eActionType.ACCUMULATIVE_DAMAGE: action = new AccumulativeDamageAction(); break; case eActionType.CHANGE_PARAMETER_FIELD: action = new ChangeParameterFieldAction(); break; case eActionType.WAVE_START_IDLE: action = new WaveStartIdleAction(); break; case eActionType.SKILL_EXEC_COUNT: action = new SkillExecCountAction(); break; default: isSuccess = false; break; } return(action); }