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- 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
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