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

126 lines
1.8 KiB
C#

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;
}
}
}