/// <summary> /// 创建技能组件, 并挂在owner身上 /// </summary> public static CAbility Create(string meta, GameObject owner) { CAbility ability = null; CAbilityMeta emeta = CAbilityMetaManager.GetMeta(meta); switch (emeta.Type) { case CAbilityType.Attack: ability = owner.AddComponent <CAbilityAttack>(); ability.AbilityName = meta; break; case CAbilityType.EffectTarget: ability = owner.AddComponent <CAbilitylEffectTarget>(); ability.AbilityName = meta; break; } if (ability == null) { Debug.LogError(meta + " ability we are not handle"); } return(ability); }
private void Parse_Base(XmlElement root, CAbilityMeta meta) { meta.sId = root.GetAttribute("id"); ParseSimpleBaseProperty(root, meta); ParseCost(); CAbilityMetaManager.AddMeta(meta); }