public override void Preload(ISkillCellData cellData, SkillBase skillBase) { StateParameter stateParm = new StateParameter(); stateParm.state = ACTOR_STATE.AS_DEATH; CompositedSkillCellDesc tmpCellDesc = (CompositedSkillCellDesc)cellData; for (int i = 0; i < tmpCellDesc.SkillList.Count; ++i) { int skillID = tmpCellDesc.SkillList[i].SkillId; LuaTable skillDesc = ConfigManager.Instance.Skill.GetSkillConfig(skillID); if (skillDesc == null) { continue; } SkillClassDisplayDesc skillClass = CoreEntry.gGameDBMgr.GetSkillClassDisplayDesc(skillDesc.Get <int>("skillDisplayID")); if (skillClass == null) { continue; } GameObject obj = CoreEntry.gGameObjPoolMgr.InstantiateSkillBase(skillClass.prefabPath); SkillBase tmpSkillBase = obj.GetComponent <SkillBase>(); tmpSkillBase.Preload(null, skillID); stateParm.skillID = skillID; tmpSkillBase.BreakSkill(stateParm); } }
public override void Init(ISkillCellData cellData, SkillBase skillBase) { m_skillBase = skillBase; cellDesc = (CompositedSkillCellDesc)cellData; SkillList.Clear(); timer = 0; for (int i = 0; i < cellDesc.SkillList.Count; ++i) { SkillList.Add(cellDesc.SkillList[i]); } }