/// <summary> /// 创建该技能的战斗状态,如果是被动技能则返回null /// </summary> /// <returns></returns> public virtual SkillBattleState CreateBattleState(Character owner, SkillData data) { return null; }
public override SkillBattleState CreateBattleState(Character owner, SkillData data) { var state = new SkillBattleState(this, owner, data.Level); return state; }
/// <summary> /// 获得技能的战斗状态 /// </summary> /// <param name="character">技能所有者</param> /// <param name="data">技能数据</param> /// <returns></returns> public static SkillBattleState CreateSkillBattleStateByData(Character character, SkillData data) { var skill = GetSkillById(data.Id); return(skill.CreateBattleState(character, data)); }
/// <summary> /// 获得技能的战斗状态 /// </summary> /// <param name="character">技能所有者</param> /// <param name="data">技能数据</param> /// <returns></returns> public static SkillBattleState CreateSkillBattleStateByData(Character character, SkillData data) { var skill = GetSkillById(data.Id); return skill.CreateBattleState(character, data); }
public override SkillBattleState CreateBattleState(Character owner, SkillData data) { var state = new SkillBattleState(this, owner, data.Level); return(state); }
/// <summary> /// 创建该技能的战斗状态,如果是被动技能则返回null /// </summary> /// <returns></returns> public virtual SkillBattleState CreateBattleState(Character owner, SkillData data) { return(null); }