using System.Collections.Generic; using Gameplay.Unit; namespace Gameplay.Skill { using cfg.SkillCfg; public class SkillHandle { public readonly GameUnit owner; public List cacheHitUnitIds = new List(); public readonly SkillRuntimeData runtimeData; public bool canRelease { get { return runtimeData.remainCDTime <= 0; } } public SkillHandle(GameUnit owner, DataSkill configData) { this.owner = owner; runtimeData = new SkillRuntimeData(configData); // 一开始处于可释放状态 runtimeData.remainCDTime = 0; } public void LogicUpdate(float dt) { runtimeData.remainCDTime -= dt; } public void Use(int targetCellIndex) { DebugUtil.LogG($"owner:{owner.GetUnitDesc()} 释放技能:{runtimeData.configData.ID} 目标:{targetCellIndex}"); runtimeData.remainCDTime = runtimeData.configData.CDTime; owner._UseSkill(targetCellIndex, this); } } }