备份CatanBuilding瘦身独立工程
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119
Assets/Scripts/GampPlay/FishSkill/ElectricShockSpSkillData.cs
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119
Assets/Scripts/GampPlay/FishSkill/ElectricShockSpSkillData.cs
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using cfg;
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using UnityEngine;
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public class ElectricShockSpSkillData : IFishSpSkillData
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{
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public FishSkill fishSkill { get; set; }
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public SpKillType Type { get; set; } = SpKillType.ElectricShock;
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public FishSpSkillLabel spSkillLabel { get; set; }
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public ElectricShock spSkill { get; set; }
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public int StopCount { get; set; }
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public bool InProgress { get; set; }
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public bool End { get; set; }
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public void StartSkill(FishSpSkillLabel fishSpSkill)
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{
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Type = SpKillType.ElectricShock;
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spSkillLabel = fishSpSkill;
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spSkill = fishSpSkill as ElectricShock;
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End = false;
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Debug.Log("StartSkill");
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}
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public void RefreshSkill(FishSpSkillLabel fishSpSkill)
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{
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spSkillLabel = fishSpSkill;
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spSkill = fishSpSkill as ElectricShock;
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StopCount++;
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InProgress = false;
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End = false;
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}
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public void EndSkill()
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{
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End = true;
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}
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public string AudioScreen()
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{
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return spSkill.AudioScreen;
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}
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public string AudioRewardFish()
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{
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return spSkill.AudioRewardFish;
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}
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#region UI
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public string FxScreen()
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{
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return spSkill.FxScreen;
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}
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public string FxBar()
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{
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return spSkill.FxBar;
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}
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public string FxProgressInc()
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{
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return "";
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}
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public string FxProgressDec()
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{
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return "";
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}
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public string FxFishIcon()
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{
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return spSkill.FxFishIcon;
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}
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public BarTarget GetBarTarget()
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{
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return null;
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}
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#endregion
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#region Jump
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public string FxFishJump()
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{
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return spSkill.FxFish;
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}
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public string FxWater()
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{
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return "";
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}
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#endregion
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#region Struggle
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public string FxFishSkillAppend()
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{
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return "";
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}
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/// <summary>
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/// 鱼起跳的时候,立刻在Root处挂上一个特效
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/// </summary>
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public string FxFishJumpWater()
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{
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return "";
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}
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/// <summary>
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/// 鱼起跳的时候,立刻在Root处挂上一个特效
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/// </summary>
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public string FxFishStruggle()
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{
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return "";
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}
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public string FxWaterSplash()
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{
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return "";
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}
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#endregion
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}
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