FiE-Game/Assets/Scripts/Fie/Object/FieStatusEffectsBuffAndDebuffToDeffence.cs

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2018-11-20 20:10:49 +01:00
using UnityEngine;
namespace Fie.Object
{
public sealed class FieStatusEffectsBuffAndDebuffToDeffence : FieStatusEffectsBase
{
[SerializeField]
public int _skillID = -1;
[SerializeField]
public float _magni;
[SerializeField]
public bool _isEnableStack;
public bool isActive
{
get
{
return _isActive;
}
set
{
_isActive = value;
if (_entity != null)
{
_entity.isActive = _isActive;
}
}
}
public float duration
{
get
{
return _duration;
}
set
{
_duration = value;
if (_entity != null)
{
_entity.duration = _duration;
}
}
}
public int skillID
{
get
{
return _skillID;
}
set
{
_skillID = value;
if (_entity != null)
{
(_entity as FieStatusEffectsBuffAndDebuffToDeffenceEntity).skillID = _skillID;
}
}
}
public float magni
{
get
{
return _magni;
}
set
{
_magni = value;
if (_entity != null)
{
(_entity as FieStatusEffectsBuffAndDebuffToDeffenceEntity).magni = _magni;
}
}
}
public bool isEnableStack
{
get
{
return _isEnableStack;
}
set
{
_isEnableStack = value;
if (_entity != null)
{
(_entity as FieStatusEffectsBuffAndDebuffToDeffenceEntity).isEnableStack = _isEnableStack;
}
}
}
public new void Awake()
{
_entity = new FieStatusEffectsBuffAndDebuffToDeffenceEntity();
base.Awake();
}
public override FieStatusEffectEntityBase GetStatusEffectEntity()
{
return _entity;
}
}
}