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,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"} }
};
///
/// 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;
///
/// 技能恢复时间(秒)
///
public float CDTime;
///
/// 技能名称
///
public string SkillName;
///
/// 技能释放和释放完后可以移动的等待时长(毫秒)
///
public float ReleaseWaitTime { 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; }
///
/// 技能释放位置
///
public SkillAnchor ReleaseAnchor { get; set; }
///
/// 攻击范围
/// (0,0)为角色位置
///
public ZTRectangle AttackRange { get; set; }
///
/// 技能释放时角色位置
///
public enum SkillAnchor
{
Side,//两边
Center//中间
}
}
}