public CombatAbilityAttack(CombatGeneral general) : base(general) { if (general.IsSelfAbility==2) { _ability = General.TriggerAbility; General.TempAbility = General.TriggerAbility; } else { _ability = General.Ability; General.TempAbility = General.Ability; } general.IsSelfAbility = 0; }
/// <summary> /// 随机一个技能 /// </summary> /// <param name="userID"></param> /// <returns></returns> public static AbilityInfo GetRandomAbility(string userID) { AbilityInfo changeAbility = new AbilityInfo(); int abilityStyle = 1; var abilityInfoList = new ConfigCacheSet<AbilityInfo>().FindAll(m => m.AbilityStyle == abilityStyle); if (abilityInfoList.Count > 0) { UserTrump userTrump = new GameDataCacheSet<UserTrump>().FindKey(userID, TrumpInfo.CurrTrumpID); if (userTrump != null && userTrump.SkillInfo.Count > 0) { foreach (SkillInfo info in userTrump.SkillInfo) { AbilityInfo abilityInfo = new ConfigCacheSet<AbilityInfo>().FindKey(info.AbilityID); if (abilityInfo != null) { abilityInfoList.Remove(abilityInfo); } } } int randomNum = RandomUtils.GetRandom(0, abilityInfoList.Count); changeAbility = abilityInfoList[randomNum]; } return changeAbility; }