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 { /// /// 技能信息 /// public class SkillInfo { /// /// 技能列表 /// private static Dictionary Skills = new Dictionary() { { HIDCode.Q,new SkillInfo (){ Key=HIDCode.Q,Range=new ZTSize (700,200),WaitTime=9, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseTime=2000,SkillName="朔风牵引"} }, { HIDCode.W,new SkillInfo (){ Key=HIDCode.W,Range=new ZTSize (620,240),WaitTime=45, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Center,ReleaseTime=2000,SkillName="风卷残云"} }, { HIDCode.E,new SkillInfo (){ Key=HIDCode.E,Range=new ZTSize (1280,200),WaitTime=12.6f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseTime=2000,SkillName="双翼风刃"} }, { HIDCode.R,new SkillInfo (){ Key=HIDCode.R,Range=new ZTSize (400,200),WaitTime=14.4f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseTime=600,SkillName="风暴之眼"} }, { HIDCode.T,new SkillInfo (){ Key=HIDCode.T,Range=new ZTSize (120,300),WaitTime=40.5f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseTime=2000,SkillName="九霄风雷"} }, { HIDCode.Y,new SkillInfo (){ Key=HIDCode.Y,Range=new ZTSize (1280,720),WaitTime=145, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Center,ReleaseTime=2000,SkillName="万象风龙阵"} }, { HIDCode.A,new SkillInfo (){ Key=HIDCode.A,Range=new ZTSize (240,148),WaitTime=7.7f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Nearly,ReleaseAnchor=SkillAnchor.Side,ReleaseTime=600,SkillName="风鸣冲击"} }, { HIDCode.S,new SkillInfo (){ Key=HIDCode.S,Range=new ZTSize (180,430),WaitTime=22.5f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseTime=2000,SkillName="真空旋风破"} }, { HIDCode.D,new SkillInfo (){ Key=HIDCode.D,Range=new ZTSize (1280,240),WaitTime=6.3f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseTime=500,SkillName="游离之风"} }, { HIDCode.F,new SkillInfo (){ Key=HIDCode.F,Range=new ZTSize (370,224),WaitTime=40.5f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseTime=2000,SkillName="风暴之拳"} }, { HIDCode.G,new SkillInfo (){ Key=HIDCode.G,Range=new ZTSize (730,218),WaitTime=36, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Side,ReleaseTime=2000,SkillName="游龙惊风破"} }, { HIDCode.H,new SkillInfo (){ Key=HIDCode.H,Range=new ZTSize (1280,720),WaitTime=180, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Quantity,ReleaseAnchor=SkillAnchor.Center,ReleaseTime=2000,SkillName="无限风域"} }, { HIDCode.X,new SkillInfo (){ Key=HIDCode.X,Range=new ZTSize (200,170),WaitTime=0.5f, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Nearly,ReleaseAnchor=SkillAnchor.Side,ReleaseTime=500,SkillName="普通攻击"} }, { HIDCode.Space,new SkillInfo (){ Key=HIDCode.Space,Range=new ZTSize (1280,720),WaitTime=300, AnchorOffset=new ZTSize(0,-50),MovePriority=MovePriority.Nearly,ReleaseAnchor=SkillAnchor.Center,ReleaseTime=2000,SkillName="技能加成"} } }; /// /// 获取技能 /// /// /// public static SkillInfo GetSkillInfo(HIDCode code) { if (Skills.ContainsKey(code)) { return Skills[code]; } return null; } /// /// 技能触发键 /// public HIDCode Key; /// /// 攻击范围 /// public ZTSize Range; /// /// 释放后需要等多少秒 /// public float WaitTime; /// /// 技能名称 /// public string SkillName; /// /// 技能释放时长 /// public float ReleaseTime { get; set; } /// /// 技能释放锚点 /// public SkillAnchor ReleaseAnchor { get; set; } /// /// 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 /// public ZTSize AnchorOffset { get; set; } /// /// 移动优先级 /// public MovePriority MovePriority { get; set; } /// /// 技能释放锚点枚举 /// public enum SkillAnchor { Side, Center } } }