using System.Collections; using System.Collections.Generic; using System.Security; using UnityEngine; namespace Flux { [FEvent("Skill/策划/切换技能")] public class FChangeSkillEvent : FEvent { [HideInInspector] [SerializeField] private string _fromSkillId = ""; public string FromSkillId { get { return _fromSkillId; } } [HideInInspector] [SerializeField] private string _toSkillId = ""; public string ToSkillId { get { return _toSkillId; } } public FChangeSkillEvent() { _eventType = SkillActionFrameEventType.FE_SWITCH_SKILL; } protected override void OnTrigger(float timeSinceTrigger) { base.OnTrigger(timeSinceTrigger); } protected override void OnPause() { base.OnPause(); } protected override void OnResume() { base.OnResume(); } protected override void OnFinish() { base.OnFinish(); } protected override void OnStop() { base.OnStop(); } public override int GetMaxLength() { return base.GetMaxLength(); } public override string Text { get { return "切换技能"; } set { } } public override SecurityElement SaveToXml() { SecurityElement node = base.SaveToXml(); SecurityElement paramNode = WriteParamNode("fromskill", _fromSkillId.ToString(), "string"); node.AddChild(paramNode); paramNode = WriteParamNode("toskill", _toSkillId.ToString(), "string"); node.AddChild(paramNode); return node; } public override void LoadFromXml(SecurityElement eventNode) { base.LoadFromXml(eventNode); _fromSkillId = GetSParam("fromskill"); _toSkillId = GetSParam("toskill"); } } }