using UnityEngine; namespace Fie.Object { public sealed class FieStatusEffectsBuffAndDebuffToAttack : FieStatusEffectsBase { [SerializeField] private int _skillID = -1; [SerializeField] private int _abilityID = -1; [SerializeField] private float _magni; [SerializeField] private 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 FieStatusEffectsBuffAndDebuffToAttackEntity).skillID = _skillID; } } } public int abilityID { get { return _abilityID; } set { _abilityID = value; if (_entity != null) { (_entity as FieStatusEffectsBuffAndDebuffToAttackEntity).abilityID = _abilityID; } } } public float magni { get { return _magni; } set { _magni = value; if (_entity != null) { (_entity as FieStatusEffectsBuffAndDebuffToAttackEntity).magni = _magni; } } } public bool isEnableStack { get { return _isEnableStack; } set { _isEnableStack = value; if (_entity != null) { (_entity as FieStatusEffectsBuffAndDebuffToAttackEntity).isEnableStack = _isEnableStack; } } } public new void Awake() { _entity = new FieStatusEffectsBuffAndDebuffToAttackEntity(); base.Awake(); } public override FieStatusEffectEntityBase GetStatusEffectEntity() { return _entity; } } }