using System; namespace Gameplay.Skill { [Serializable] public class SkillLogicActionData { public int id; public int subId; public float floatParam1; public float floatParam2; public float floatParam3; public float floatParam4; public int intParam1; public int intParam2; public int intParam3; public int intParam4; public string stringParam1; public float triggerTime; public int actionType; public static string GetActionName(int actionType) { if (ESkillActionTypeString.DATA_MAP.TryGetValue(actionType, out var name)) { return name; } return "暂未处理的类型:" + actionType; } public SkillLogicActionData Clone() { var newData = new SkillLogicActionData { id = id, subId = subId, floatParam1 = floatParam1, floatParam2 = floatParam2, floatParam3 = floatParam3, floatParam4 = floatParam4, intParam1 = intParam1, intParam2 = intParam2, intParam3 = intParam3, intParam4 = intParam4, triggerTime = triggerTime, actionType = actionType, }; return newData; } } }