示例#1
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 public bool testFlag(BuffFlag _flag)
 {
     return((flag & _flag) == _flag);
 }
示例#2
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        }                                  //对应战斗


        /// <summary>
        /// BaseBuff构造函数
        /// </summary>
        /// <param name="buff_id">ID</param>
        /// <param name="buff_name">中文名字</param>
        /// <param name="buff_ename">英文名字及对应BuffCode</param>
        /// <param name="element_type">元素类型</param>
        /// <param name="buff_dispel">驱散类型</param>
        /// <param name="buff_type">正面、负面效果</param>
        /// <param name="buffFlag">普通、高级、领域、技能</param>
        /// <param name="v1">参数1</param>
        /// <param name="v2">参数2</param>
        /// <param name="v3">参数3</param>
        /// <param name="v4">参数4</param>
        /// <param name="v5">参数5</param>
        /// <param name="v6">参数6</param>
        /// <param name="v7">参数7</param>
        /// <param name="v8">参数8</param>
        /// <param name="durationTime">持续时间</param>
        /// <param name="oneActionTime">跳一次时间</param>
        /// <param name="max_tier">最大层数</param>
        public BaseBuff(int buff_id, string buff_name, BuffCode buff_ename, ElementType element_type, BuffDispelType buff_dispel, BuffType buff_type, BuffFlag buffFlag,
                        float v1, float v2, float v3, float v4, float v5, float v6, float v7, float v8, float durationTime, float oneActionTime, int max_tier)
        {
            this.Buff_Id          = buff_id;
            this.BuffName         = buff_name;
            this.Buff_Ename       = buff_ename;
            this.Element_Type     = element_type;
            this.Buff_Dispel_Type = buff_dispel;
            this.Buff_Type        = buff_type;
            this.Buff_Flag        = buffFlag;
            this.Value_1          = v1;
            this.Value_2          = v2;
            this.Value_3          = v3;
            this.Value_4          = v4;
            this.Value_5          = v5;
            this.Value_6          = v6;
            this.Value_7          = v7;
            this.Value_8          = v8;
            this.DurationTime     = durationTime;
            this.OrgDurationTime  = durationTime;
            this.OneActionTime    = oneActionTime;
            this.NextActionTime   = oneActionTime;
            this.Max_Tier         = max_tier;
            this.isOneDamage      = true;
            this.isOneAssist      = true;
        }