SkillData.cs 22 KB

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  1. using UnityEngine;
  2. using System.Collections.Generic;
  3. using System.Collections;
  4. using System;
  5. public enum SkillRangeType
  6. {
  7. RangeType_Caster = 0, //技能范围以攻击者为基准
  8. RangeType_Target = 1, //技能范围以目标为基准
  9. RangeType_Bullet = 2, //技能范围以子弹为基准
  10. RangeType_Position = 3, //技能范围以攻击者+攻击距离偏移为基准
  11. }
  12. public enum SkillFunctionType
  13. {
  14. FT_Undefined = 0,
  15. FT_HitFly = 1, //击飞
  16. FT_Combo = 2, //连击
  17. FT_Hurt = 3, //杀伤
  18. FT_Cure = 4, //治疗
  19. FT_Strength = 5, //强化
  20. FT_Weaken = 6, //弱化
  21. FT_Assist = 7, //辅助
  22. }
  23. public enum SkillActionFrameEventType
  24. {
  25. FE_NONE = 0, //无
  26. FE_HideNode = 1, //隐藏血条节点
  27. FE_PlaySound = 2, //播放声音
  28. FE_ScaleTime = 3, //时间加减速
  29. FE_PlayEffect = 4, //播放特效
  30. FE_PlaySkillAnim = 5, //播放技能动作
  31. FE_Summon = 6, //召唤
  32. FE_Buff = 7, //buff
  33. FE_Move = 8, //移动
  34. FE_ShakeCamera = 9, //相机震动
  35. FE_EnterSoloMode = 10, //进入单人模式
  36. FE_LeaveSoloMode = 11, //离开单人模式
  37. FE_ScaleCaster = 12, //缩放释放者
  38. FE_ChangeShape = 13, //释放者变形
  39. FE_ChangeCamera = 14, //镜头变换
  40. FE_PlayPrefab = 15, //播放动画
  41. FE_Unbeatable = 16, //无敌
  42. FE_UseCameraAction = 17, //使用相机动作
  43. FE_SetDownSpeed = 18, //设置下落初速度
  44. FE_Change_Face = 19, //设置表情
  45. FE_Change_Camera_Weight = 20, //修改相机权重
  46. FE_PlayRepeatSound = 21, //播放重复声音
  47. FE_PauseFighters = 22, //暂停其他玩家
  48. FE_ResumeFighters = 23, //恢复其他玩家暂停状态
  49. FE_HideFighters = 24, //隐藏其他玩家
  50. FE_ShowFighters = 25, //显示其他玩家
  51. FE_DisableFighters = 26, //停止其他玩家(暂停+变暗)
  52. FE_EnableFighters = 27, //其他玩家从停止状态恢复
  53. FE_HideScene = 28, //隐藏场景
  54. FE_ShowScene = 29, //显示场景
  55. FE_DisableScene = 30, //场景变暗
  56. FE_EnableScene = 31, //场景从变暗恢复
  57. FE_StopCameraAction = 32, //停止相机动作
  58. FE_PlayUnscaleTimeEffect = 33, //播放不受时间影响的特效
  59. FE_Weapon_Rotate_To_Target = 34, //武器节点朝向目标
  60. FE_Weapon_Restore_Rotation = 35, //恢复武器节点旋转
  61. FE_PlayEffectEx = 36, //播放特效,带播放选项
  62. FE_Disable_Attack_Shake = 37, //关闭攻击抖动
  63. FE_Focus_Fighter = 38, //镜头聚焦玩家
  64. FE_LookAtTarget = 39, //朝向指向目标
  65. FE_Skill_End = 40, //技能结束
  66. FE_Predict_Targets = 41, //划定目标为下一次攻击的目标玩家列表。此后的攻击目标直接选择列表内玩家
  67. FE_Fix_HurtWordPosition = 42, //锁定伤害数字位置
  68. FE_Unfix_HurtWordPosition = 43, //取消伤害数字位置的锁定
  69. FE_Skill_Sing = 44, //技能吟唱
  70. FE_Repeat_Caster = 45, //持续施法
  71. FE_Hit = 46, //打击点
  72. FE_Bullet = 47, //发射子弹
  73. FE_Delay_Hurt= 48, //延迟伤害
  74. FE_SELECT_TARGET = 49, //切换目标
  75. FE_SWITCH_SKILL = 50, //切换技能
  76. FE_Clone = 51, //召唤分身
  77. FE_ChangeSkyboxMat = 52, //替换天空盒材质
  78. FE_BattleUI_Visible = 53, //战斗UI的可见配置
  79. }
  80. //public enum SkillTriggerBuffType
  81. //{
  82. // None = 0,
  83. // Skill_Crit_Trigger = 1, //暴击触发buff
  84. // Skill_Interrtupted_Trigger = 2, //技能被打断触发buff
  85. // Skill_Break_Trigger = 3, //技能打断目标触发
  86. // Skill_Miss_Trigger = 4, //技能未命中触发
  87. // Kill_Target_Trigger = 5, //技能杀死目标
  88. // Disperse_Target_Buff_Trigger = 6, //技能成功驱散目标buff
  89. // Purify_Target_Debuff_Trigger = 7, //技能成功净化目标debuff触发
  90. //}
  91. public static class SkillType
  92. {
  93. public const int NormalAttack = 0; //普通攻击
  94. public const int Attack1 = 1;
  95. public const int Attack2 = 2;
  96. public const int Attack3 = 3;
  97. public const int Attack4 = 4;
  98. public const int Alternative = 5;
  99. public const int Passive = 6;
  100. public const int TypeCount = 7;
  101. }
  102. public class SkillActionAttackInfo
  103. {
  104. public BaseSkill skill;
  105. public int bulletID;
  106. public int buffID;
  107. public float damagePercent;
  108. public SkillRangeType rangeType;
  109. public float rangeX;
  110. public float rangeY;
  111. public float rangeZ;
  112. public float rangeOffsetX;
  113. public float rangeOffsetY;
  114. public float targetMoveTime;
  115. public int hitEffect;
  116. public int effect;
  117. public float hitFrame;
  118. public string sound;
  119. //public string hitSound;
  120. public int multiHitCount;
  121. public float multiHitIntervalTime;
  122. public int delayHurtCount;
  123. public int delayHurtIntervalFrame;
  124. public int delayHurtDelayFrame;
  125. public bool reselectTarget;
  126. public bool normalizeRangeDir;
  127. public string fromSkills;
  128. public string toSkills;
  129. public int hitMoveType;
  130. public float hitMoveInitSpeed;
  131. public float hitMoveAcceleration;
  132. public float hitMoveDist;
  133. public int hitMoveOrientation;
  134. public int rate;
  135. public float stiffTime;
  136. public void Dispose()
  137. {
  138. skill = null;
  139. }
  140. public void LoadFromFrameEvent(SkillActionFrameEvent frameEv)
  141. {
  142. bulletID = (int)frameEv.GetN(Constants.s_skillaction_frame_key_bulletid);
  143. buffID = (int)frameEv.GetN(Constants.s_skillaction_frame_key_buffid);
  144. damagePercent = (int)frameEv.GetN(Constants.s_skillaction_frame_key_damagePercent) / 100f;
  145. rangeType = (SkillRangeType)frameEv.GetN(Constants.s_skillaction_frame_key_rangeType);
  146. rangeX = frameEv.GetN(Constants.s_skillaction_frame_key_rangeX) / 100f;
  147. rangeY = frameEv.GetN(Constants.s_skillaction_frame_key_rangeY) / 100f;
  148. rangeZ = frameEv.GetN(Constants.s_skillaction_frame_key_rangeZ) / 100f;
  149. if (rangeZ == 0f)
  150. rangeZ = 0.5f;
  151. rangeOffsetX = frameEv.GetN(Constants.s_skillaction_frame_key_rangeOffsetX) / 100f;
  152. rangeOffsetY = frameEv.GetN(Constants.s_skillaction_frame_key_rangeOffsetY) / 100f;
  153. float flyLength = frameEv.GetN(Constants.s_skillaction_frame_key_flyLen) / 100f;
  154. hitEffect = (int)frameEv.GetN(Constants.s_skillaction_frame_key_hiteffect);
  155. hitFrame = ((float)frameEv.GetN(Constants.s_skillaction_frame_key_hitframe)/1000f);
  156. //hitSound = frameEv.GetStr(Constants.s_skillaction_frame_key_hitsound);
  157. effect = (int)frameEv.GetN(Constants.s_skillaction_frame_key_effect);
  158. sound = frameEv.GetStr(Constants.s_skillaction_frame_key_sound);
  159. multiHitCount = (int)frameEv.GetN(Constants.s_skillaction_frame_key_multihit);
  160. multiHitIntervalTime = frameEv.GetN(Constants.s_skillaction_frame_key_multihitinterval) / 1000f;
  161. reselectTarget = frameEv.GetN(Constants.s_skillaction_frame_key_reselectTarget) == 1;
  162. normalizeRangeDir = frameEv.GetN(Constants.s_skillaction_frame_key_normalizerange) == 1;
  163. delayHurtCount = frameEv.GetN(Constants.s_skillaction_frame_key_delay_hurt_count);
  164. delayHurtIntervalFrame = frameEv.GetN(Constants.s_skillaction_frame_key_delay_hurt_interval);
  165. delayHurtDelayFrame = frameEv.GetN(Constants.s_skillaction_frame_key_delay_hurt_delay_frame);
  166. fromSkills = frameEv.GetStr(Constants.s_skillaction_frame_key_replace_skill_from);
  167. toSkills = frameEv.GetStr(Constants.s_skillaction_frame_key_replace_skill_to);
  168. hitMoveType = frameEv.GetN(Constants.s_skillaction_frame_key_move_type);
  169. hitMoveOrientation = frameEv.GetN(Constants.s_skillaction_frame_key_move_orientation);
  170. hitMoveInitSpeed = frameEv.GetN(Constants.s_skillaction_frame_key_move_speed) * 0.01f;
  171. hitMoveAcceleration = frameEv.GetN(Constants.s_skillaction_frame_key_move_acceleration) * 0.01f;
  172. hitMoveDist = frameEv.GetN(Constants.s_skillaction_frame_key_move_dist) * 0.01f;
  173. rate = frameEv.GetN(Constants.s_skillaction_frame_key_rate);
  174. if (rangeX <= 0f)
  175. rangeX = 3f;
  176. if (rangeY <= 0f)
  177. rangeY = 1;
  178. if (multiHitCount == 0)
  179. multiHitCount = 1;
  180. }
  181. }
  182. public class SkillActionMoveInfo
  183. {
  184. public float speed;
  185. public float acceleration;
  186. public float selfOffsetX;
  187. public float selfOffsetY;
  188. public float targetOffsetX;
  189. public float targetOffsetY;
  190. }
  191. public class SkillActionCameraInfo
  192. {
  193. public float time;
  194. public int looktype;
  195. public float lookoffsetx;
  196. public float lookoffsety;
  197. public float offsetx;
  198. public float offsety;
  199. public float distance;
  200. public float fov;
  201. public float followSpeedRate;
  202. public int moveMode;
  203. }
  204. public class FrameEventParam
  205. {
  206. public string name;
  207. public int nValue;
  208. public float fValue;
  209. public string sValue;
  210. }
  211. public class SkillActionFrameEvent : IComparable
  212. {
  213. public string name;
  214. public int skillid;
  215. public Fix64 initStartTime;
  216. public Fix64 initEndTime;
  217. public Fix64 startTime;
  218. public Fix64 endTime;
  219. public int initStartFrame;
  220. public int initEndFrame;
  221. public int startFrame;
  222. public int endFrame;
  223. public SkillActionFrameEventType eventType;
  224. public FrameEventParam[] paramerters;
  225. public SkillActionAttackInfo attackInfo = null;
  226. public bool bAffectBySing = false; //是否受吟唱时长的影响
  227. public SkillActionFrameEvent(int skillid)
  228. {
  229. this.skillid = skillid;
  230. }
  231. private bool mbDisposed = false;
  232. public void Dispose()
  233. {
  234. if (mbDisposed)
  235. return;
  236. if (attackInfo != null)
  237. {
  238. attackInfo.Dispose();
  239. attackInfo = null;
  240. }
  241. paramerters = null;
  242. mbDisposed = true;
  243. }
  244. public string ToString()
  245. {
  246. string strParams = "";
  247. if (paramerters == null || paramerters.Length == 0)
  248. strParams = "{}";
  249. else
  250. {
  251. bool isArray = false;
  252. if (string.IsNullOrEmpty(paramerters[0].name) || paramerters[0].name == paramerters[0].sValue)
  253. isArray = true;
  254. foreach (FrameEventParam param in paramerters)
  255. {
  256. string strParam = "";
  257. if (param.nValue != 0)
  258. {
  259. if (!isArray)
  260. strParam = "\"" + param.name + "\":";
  261. strParam += param.nValue.ToString();
  262. }
  263. else if (!string.IsNullOrEmpty(param.sValue))
  264. {
  265. if (!isArray)
  266. strParam = "\"" + param.name + "\":";
  267. strParam += "\"" + param.sValue + "\"";
  268. }
  269. if (strParam.Length > 0)
  270. {
  271. if (strParams.Length > 0)
  272. strParams += ("," + strParam);
  273. else
  274. strParams = strParam;
  275. }
  276. }
  277. strParams = "{" + strParams + "}";
  278. }
  279. return initStartFrame.ToString() + "," + ((int)eventType).ToString() + " : " + strParams;
  280. }
  281. public int ParamCount
  282. {
  283. get { return paramerters.Length; }
  284. }
  285. void AddParam(FrameEventParam pa)
  286. {
  287. if (paramerters == null || paramerters.Length == 0)
  288. {
  289. paramerters = new FrameEventParam[1];
  290. }
  291. else
  292. {
  293. FrameEventParam[] oldParams = paramerters;
  294. paramerters = new FrameEventParam[oldParams.Length + 1];
  295. oldParams.CopyTo(paramerters, 0);
  296. }
  297. paramerters[paramerters.Length - 1] = pa;
  298. }
  299. public int GetN(int idx = 0)
  300. {
  301. if (paramerters == null || idx >= paramerters.Length)
  302. return 0;
  303. return paramerters[idx].nValue;
  304. }
  305. public int GetN(string name)
  306. {
  307. if (string.IsNullOrEmpty(name))
  308. return GetN();
  309. foreach (FrameEventParam param in paramerters)
  310. {
  311. if (param.name == name)
  312. return param.nValue;
  313. }
  314. return 0;
  315. }
  316. public void SetN(string name, int value)
  317. {
  318. if (string.IsNullOrEmpty(name))
  319. return;
  320. if (paramerters != null)
  321. {
  322. foreach (FrameEventParam param in paramerters)
  323. {
  324. if (param.name == name)
  325. {
  326. param.nValue = value;
  327. return;
  328. }
  329. }
  330. }
  331. FrameEventParam pa = new FrameEventParam();
  332. pa.name = name;
  333. pa.nValue = value;
  334. AddParam(pa);
  335. }
  336. public string GetStr(int idx = 0)
  337. {
  338. if (paramerters == null || idx >= paramerters.Length)
  339. return "";
  340. return paramerters[idx].sValue;
  341. }
  342. public string GetStr(string name)
  343. {
  344. if (string.IsNullOrEmpty(name))
  345. return GetStr();
  346. foreach (FrameEventParam param in paramerters)
  347. {
  348. if (param.name == name)
  349. return param.sValue;
  350. }
  351. return "";
  352. }
  353. public void SetStr(string name, string value)
  354. {
  355. if (string.IsNullOrEmpty(name))
  356. return;
  357. if (paramerters != null)
  358. {
  359. foreach (FrameEventParam param in paramerters)
  360. {
  361. if (param.name == name)
  362. {
  363. param.sValue = value;
  364. return;
  365. }
  366. }
  367. }
  368. FrameEventParam pa = new FrameEventParam();
  369. pa.name = name;
  370. pa.sValue = value;
  371. AddParam(pa);
  372. }
  373. public SkillActionAttackInfo CreateAttackInfo()
  374. {
  375. //#if UNITY_EDITOR
  376. // attackInfo = new SkillActionAttackInfo();
  377. // attackInfo.LoadFromFrameEvent(this);
  378. //#else
  379. if (attackInfo == null)
  380. {
  381. attackInfo = new SkillActionAttackInfo();
  382. attackInfo.LoadFromFrameEvent(this);
  383. }
  384. //#endif
  385. return attackInfo;
  386. }
  387. public int CompareTo(object obj)
  388. {
  389. try
  390. {
  391. SkillActionFrameEvent rhs = (SkillActionFrameEvent)obj;
  392. if (initStartFrame > rhs.initStartFrame)
  393. return 1;
  394. else if (initStartFrame < rhs.initStartFrame)
  395. return -1;
  396. else
  397. return 0;
  398. }
  399. catch (System.Exception e)
  400. {
  401. DebugHelper.LogError(e);
  402. return 0;
  403. }
  404. }
  405. }
  406. public struct SkillTriggerBuffInfo
  407. {
  408. public BuffTriggerType type;
  409. public int buffId;
  410. public float ratio;
  411. public SkillTriggerBuffInfo(BuffTriggerType type,int buffId,float ratio)
  412. {
  413. this.type = type;
  414. this.buffId = buffId;
  415. this.ratio = ratio;
  416. }
  417. }
  418. public enum BuffPointType
  419. {
  420. None = 0, //无
  421. AddPoint = 1, //添加点数
  422. OwnPoint = 2, //拥有点数触发
  423. DetectPoint = 3, //消耗点数触发
  424. }
  425. public class SkillData
  426. {
  427. public int skillId;
  428. public string skillName;
  429. public string skillIcon;
  430. public int skillLv; //技能等级
  431. public SkillTriggerType skillTriggerType; //技能触发类型
  432. public int spCost; //消耗能量
  433. public float fixedSingTime; //固定吟唱时长
  434. public float variableSingTime; //可变吟唱时长
  435. public float preCastingTime; //施法前摇时长
  436. public float castingTime; //施法时长
  437. public float postCastingTime; //施法后摇时长
  438. public float cd; //技能cd
  439. public int[] buffIds; //buffid
  440. public Dictionary<int,float> skillDistDic = new Dictionary<int, float>(); //技能施法距离
  441. public bool hide; //是否隐藏
  442. public List<SkillTriggerBuffInfo> triggerBuffs = null;
  443. public List<int> extendBuffIds = null;
  444. public int pointBuffId;
  445. public BuffPointType buffPointType = BuffPointType.None;
  446. public int[] pointBuffParams = null;
  447. public bool valid = false;
  448. private bool mbDisposed = false;
  449. public SkillData(int skillId,int level)
  450. {
  451. try
  452. {
  453. Dictionary<string, string> dic = ConfigMgr.Instance.getLine(skillId, Config.SkillCfgName);
  454. if (dic != null)
  455. {
  456. this.skillId = skillId;
  457. this.skillLv = level;
  458. this.skillName = I18N.T(dic["Name"]);
  459. this.skillIcon = dic["Icon"];
  460. int temp = 0;
  461. if(int.TryParse(dic["SkillType"],out temp))
  462. {
  463. skillTriggerType = (SkillTriggerType)temp;
  464. }
  465. for (int idx =0; idx <= (int)ProfessionType.Pro_Type_Priest;idx++)
  466. {
  467. string skillDistKey = "PerceptionRange" + idx;
  468. if (dic.ContainsKey(skillDistKey))
  469. {
  470. float tempDist;
  471. float.TryParse(dic[skillDistKey], out tempDist);
  472. skillDistDic.Add(idx, tempDist);
  473. }
  474. }
  475. if(dic.ContainsKey("Hide"))
  476. {
  477. int.TryParse(dic["Hide"], out temp);
  478. hide = temp > 0;
  479. }
  480. if (dic.ContainsKey("BuffPoint"))
  481. {
  482. List<int> tempInts = StringUtil.convert2IntList(dic["BuffPoint"], ':');
  483. if (tempInts != null)
  484. {
  485. if (tempInts.Count > 1)
  486. {
  487. pointBuffId = tempInts[0];
  488. buffPointType = (BuffPointType)tempInts[1];
  489. pointBuffParams = new int[tempInts.Count - 2];
  490. for (int pIdx = 2; pIdx < tempInts.Count; pIdx++)
  491. {
  492. pointBuffParams[pIdx - 2] = tempInts[pIdx];
  493. }
  494. }
  495. }
  496. }
  497. if(dic.ContainsKey("ExtendBuffs"))
  498. {
  499. extendBuffIds = StringUtil.convert2IntList(dic["ExtendBuffs"],';');
  500. }
  501. ReadSkillLevelCfg(skillId, level);
  502. valid = true;
  503. }
  504. else
  505. {
  506. DebugHelper.LogError("加载技能{0} lv={1} 配置不存在", skillId,level);
  507. }
  508. }
  509. catch (System.Exception e)
  510. {
  511. DebugHelper.LogError("加载技能{0}数据错误:{1} -- {2}", skillId, e.StackTrace, e.Message);
  512. }
  513. }
  514. void ReadSkillLevelCfg(int skillId, int level)
  515. {
  516. int id = skillId * 1000 + level;
  517. Dictionary<string, string> dic = ConfigMgr.Instance.getLine(id, Config.SkillLvCfgName);
  518. if(dic != null)
  519. {
  520. if (dic.ContainsKey("Cost"))
  521. int.TryParse(dic["Cost"], out this.spCost);
  522. else
  523. this.spCost = 0;
  524. if (dic.ContainsKey("FixedSingTime"))
  525. {
  526. float.TryParse(dic["FixedSingTime"], out this.fixedSingTime);
  527. }
  528. if (dic.ContainsKey("ChangeSingTime"))
  529. {
  530. float.TryParse(dic["ChangeSingTime"], out this.variableSingTime);
  531. }
  532. if (dic.ContainsKey("PreCastingTime"))
  533. {
  534. float.TryParse(dic["PreCastingTime"], out this.preCastingTime);
  535. }
  536. if (dic.ContainsKey("CastingTime"))
  537. {
  538. float.TryParse(dic["CastingTime"], out this.castingTime);
  539. }
  540. if (dic.ContainsKey("AfterCastingTime"))
  541. {
  542. float.TryParse(dic["AfterCastingTime"], out this.postCastingTime);
  543. }
  544. if (dic.ContainsKey("CD"))
  545. {
  546. float.TryParse(dic["CD"], out this.cd);
  547. }
  548. if (dic.ContainsKey("Buffs"))
  549. {
  550. buffIds = StringUtil.split2Int(dic["Buffs"], ';');
  551. }
  552. if (dic.ContainsKey("TriggerBuffs"))
  553. {
  554. string[] tempStrList = StringUtil.split(dic["TriggerBuffs"], ';');
  555. if (tempStrList != null && tempStrList.Length > 0)
  556. {
  557. triggerBuffs = new List<SkillTriggerBuffInfo>();
  558. for (int idx = 0; idx < tempStrList.Length; idx++)
  559. {
  560. int[] vals = StringUtil.split2Int(tempStrList[idx], ':');
  561. if (vals.Length >= 3)
  562. {
  563. SkillTriggerBuffInfo buffInfo = new SkillTriggerBuffInfo((BuffTriggerType)vals[0], vals[1], vals[2] * 0.0001f);
  564. triggerBuffs.Add(buffInfo);
  565. }
  566. }
  567. }
  568. }
  569. }
  570. else
  571. {
  572. DebugHelper.LogError("加载技能等级配置{0} lv={1} 配置不存在", skillId, level);
  573. }
  574. }
  575. public void Dispose()
  576. {
  577. if (mbDisposed)
  578. return;
  579. mbDisposed = true;
  580. }
  581. }