60 lines
1.4 KiB
C#
60 lines
1.4 KiB
C#
/*
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* @Author: 白哉
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* @Description:
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* @Date: 2025年04月23日 星期三 21:04:18
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* @Modify:
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*/
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using RuntimeData;
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using System;
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using UnityEngine;
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namespace Logic.Skill
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{
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[Serializable]
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public class EternitySkill : SkillBase
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{
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[SerializeField] private int _recordDmg;
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public EternitySkill()
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{
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IsPermanent = false;
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TurnsLimit = 1;
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Score = 2;
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}
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public override void GetSkillCopy(SkillBase skill)
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{
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base.GetSkillCopy(skill);
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if (skill is EternitySkill eternitySkill)
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{
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eternitySkill._recordDmg = _recordDmg;
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}
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}
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public override void DeepCopy(SkillBase copySkill)
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{
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base.DeepCopy(copySkill);
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if (copySkill is not EternitySkill eternitySkill) return;
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_recordDmg = eternitySkill._recordDmg;
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}
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public override SkillType GetSkillType()
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{
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return SkillType.ETERNITY;
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}
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public override bool IsCanBeDamaged(UnitData self, MapData mapData, int dmg)
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{
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_recordDmg += dmg;
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return false;
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}
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public override void OnTurnEnd(UnitData self, MapData mapData)
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{
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Main.UnitLogic.DamageSettlement(mapData, self, self, _recordDmg, DamageType.True);
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}
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}
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} |