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| using RichCreator.Utility.InputControl;
| using RichCreator.Utility.Structs;
| using System;
| using System.Collections.Generic;
| using System.Linq;
| using System.Text;
| using System.Threading.Tasks;
|
| using RichCreator.Utility.Maps;
|
| namespace RichCreator.Utility.Skills
| {
| /// <summary>
| /// 技能信息
| /// </summary>
| public class SkillInfo
| {
|
| /// <summary>
| /// 技能列表
| /// </summary>
| private static Dictionary<HIDCode, SkillInfo> Skills = new Dictionary<HIDCode, SkillInfo>() {
| { HIDCode.Q, new SkillInfo (){ Key=HIDCode.Q,AttackRange=new ZTRectangle(0,0,700,200),Range=new ZTSize (700,200),CDTime=9, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=1300,SkillName="朔风牵引"} },
| { HIDCode.W, new SkillInfo (){ Key=HIDCode.W,AttackRange=new ZTRectangle(0,0,620,240),Range=new ZTSize (620,240),CDTime=45, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Center,ReleaseWaitTime=1000,SkillName="风卷残云"} },
| { HIDCode.E, new SkillInfo (){ Key=HIDCode.E,AttackRange=new ZTRectangle(0,0,800,200),Range=new ZTSize (1280,200),CDTime=12.6f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=1000, SkillName="双翼风刃"} },
| { HIDCode.R, new SkillInfo (){ Key=HIDCode.R,AttackRange=new ZTRectangle(0,0,400,200),Range=new ZTSize (400,200),CDTime=14.4f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=1240, SkillName="风暴之眼"} },
| { HIDCode.T, new SkillInfo (){ Key=HIDCode.T,AttackRange=new ZTRectangle(0,0,120,300),Range=new ZTSize (120,300),CDTime=40.5f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=2000,SkillName="九霄风雷"} },
| { HIDCode.Y, new SkillInfo (){ Key=HIDCode.Y,AttackRange=new ZTRectangle(-800,-600,800,600),Range=new ZTSize (1280,720),CDTime=145, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Center,ReleaseWaitTime=2000,SkillName="万象风龙阵"} },
|
|
| { HIDCode.A, new SkillInfo (){ Key=HIDCode.A,AttackRange=new ZTRectangle(0,0,240,148),Range=new ZTSize (240,148),CDTime=7.7f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Nearly,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=600,SkillName="风鸣冲击"} },
| { HIDCode.S, new SkillInfo (){ Key=HIDCode.S,AttackRange=new ZTRectangle(0,0,180,430),Range=new ZTSize (180,430),CDTime=22.5f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=2000,SkillName="真空旋风破"} },
| { HIDCode.D, new SkillInfo (){ Key=HIDCode.D,AttackRange=new ZTRectangle(0,0,800,240),Range=new ZTSize (1280,240),CDTime=6.3f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=500,SkillName="游离之风"} },
| { HIDCode.F, new SkillInfo (){ Key=HIDCode.F,AttackRange=new ZTRectangle(0,0,370,224),Range=new ZTSize (370,224),CDTime=40.5f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=2000,SkillName="风暴之拳"} },
| { HIDCode.G, new SkillInfo (){ Key=HIDCode.G,AttackRange=new ZTRectangle(0,0,730,218),Range=new ZTSize (730,218),CDTime=36, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=2000,SkillName="游龙惊风破"} },
| { HIDCode.H, new SkillInfo (){ Key=HIDCode.H,AttackRange=new ZTRectangle(-800,-600,800,600),Range=new ZTSize (1280,720),CDTime=180, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Center,ReleaseWaitTime=2000,SkillName="无限风域"} },
| { HIDCode.X, new SkillInfo (){ Key=HIDCode.X,AttackRange=new ZTRectangle(0,0,200,170),Range=new ZTSize (200,170),CDTime=0.5f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Nearly,ReleaseAnchor=SkillAnchor.Side,ReleaseWaitTime=500,SkillName="普通攻击"} },
| { HIDCode.Space,new SkillInfo (){ Key=HIDCode.Space ,AttackRange=new ZTRectangle(-800,-600,800,600),Range=new ZTSize (1280,720),CDTime=300, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Nearly,ReleaseAnchor=SkillAnchor.Center,ReleaseWaitTime=2000,SkillName="技能加成"} }
| };
|
| /// <summary>
| /// 获取技能
| /// </summary>
| /// <param name="code"></param>
| /// <returns></returns>
| public static SkillInfo GetSkillInfo(HIDCode code)
| {
| if (Skills.ContainsKey(code))
| {
| return Skills[code];
| }
| return null;
| }
|
| /// <summary>
| /// 技能触发键
| /// </summary>
| public HIDCode Key;
|
| /// <summary>
| /// 攻击范围
| /// </summary>
| public ZTSize Range;
|
| /// <summary>
| /// 技能恢复时间(秒)
| /// </summary>
| public float CDTime;
|
| /// <summary>
| /// 技能名称
| /// </summary>
| public string SkillName;
|
| /// <summary>
| /// 技能释放和释放完后可以移动的等待时长(毫秒)
| /// </summary>
| public float ReleaseWaitTime { get; set; }
|
|
|
| /// <summary>
| /// 技能释放锚点编移
| /// 靠近为正,远离为负
| /// 上负,下正
| /// 锚点为中间时无效
| /// </summary>
| public ZTSize AnchorOffset { get; set; }
|
| /// <summary>
| /// 移动优先级
| /// </summary>
| public MovePriority MovePriority { get; set; }
|
|
| /// <summary>
| /// 技能释放位置
| /// </summary>
| public SkillAnchor ReleaseAnchor { get; set; }
|
|
| /// <summary>
| /// 攻击范围
| /// (0,0)为角色位置
| /// </summary>
| public ZTRectangle AttackRange { get; set; }
|
|
| /// <summary>
| /// 技能释放时角色位置
| /// </summary>
| public enum SkillAnchor
| {
| Side,//两边
| Center//中间
| }
|
|
| }
| }
|
|