using System.Collections; using System.Collections.Generic; using System.Security; using UnityEngine; namespace Flux { [FEvent("Skill/策划/召唤")] public class FSummonEvent : FEvent { [HideInInspector] [SerializeField] private int _npcId = 0; public int NpcId { get { return _npcId; } } [HideInInspector] [SerializeField] private int _npcPos = 0; public int NpcPos { get { return _npcPos; } } [SerializeField] [HideInInspector] private int _startOffset = 0; public int StartOffset { get { return _startOffset; } } public FSummonEvent() { _eventType = SkillActionFrameEventType.FE_Summon; } protected override void OnSetDefaultValues() { base.OnSetDefaultValues(); } 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 "召唤"; } set { } } public override SecurityElement SaveToXml() { SecurityElement node = base.SaveToXml(); SecurityElement paramNode = WriteParamNode("npcId",_npcId.ToString(),"int"); node.AddChild(paramNode); paramNode = WriteParamNode("npcPos", _npcPos.ToString(), "int"); node.AddChild(paramNode); return node; } public override void LoadFromXml(SecurityElement eventNode) { base.LoadFromXml(eventNode); _npcId = GetNParam("npcId"); _npcPos = GetNParam("npcPos"); } } }