local skillPresentBase = class("skillPresentBase") function skillPresentBase:ctor(data, config, root, target, delagate) self._next = {} self._delagate = delagate self._data = data self._root = root self._config = config self._target = target self._speed = 1 self._isInvalid = false -- 游戏速度 local SkillProxy = global.Facade:retrieveProxy(global.ProxyTable.Skill) local skillConfig = SkillProxy:FindConfigBySkillID(self._data.srcSkillID) local actor = global.actorManager:GetActor(self._data.launcherID) if actor and skillConfig then if skillConfig.action == 0 then self._speed = actor:GetAttackSpeed() else self._speed = actor:GetMagicSpeed() end end end function skillPresentBase:getType() return global.MMO.SKILL_PRESENT_BASE end function skillPresentBase:init() end function skillPresentBase:launch() self._delagate:onLaunch(self) end function skillPresentBase:launchNext() -- launch next for _, v in pairs(self._next) do v:launch() end -- complete self._delagate:onFinish(self) end function skillPresentBase:setNext(nextP) self._next = nextP end function skillPresentBase:setNodeParent(root) end function skillPresentBase:Tick(dt) end function skillPresentBase:isInvalid() return self._isInvalid end function skillPresentBase:disable() self._isInvalid = true end return skillPresentBase