using System.Collections; using System.Collections.Generic; using System.Security; using UnityEngine; namespace Flux { [FEvent("Skill/策划/触发buff")] public class FTriggerBuffEvent : FEvent { [HideInInspector] [SerializeField] private int _buffId = 0; public int BuffId { get { return _buffId; } } [HideInInspector] [SerializeField] private int _rate = 0; public int Rate { get { return _rate; } } public FTriggerBuffEvent() { _eventType = SkillActionFrameEventType.FE_Buff; } 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 "触发buff"; } set { } } public override SecurityElement SaveToXml() { SecurityElement node = base.SaveToXml(); SecurityElement paramNode = WriteParamNode("buffid", _buffId.ToString(), "int"); node.AddChild(paramNode); paramNode = WriteParamNode("rate", _rate.ToString(), "int"); node.AddChild(paramNode); return node; } public override void LoadFromXml(SecurityElement eventNode) { base.LoadFromXml(eventNode); _buffId = GetNParam("buffid"); _rate = GetNParam("rate"); } } }