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1 month ago
using System.Collections.Generic;
using BehaviorDesigner.Runtime;
using Entitas;
namespace CoreGame.Render
{
public class RetryActivateAbilityData : BTFlag
{
public int abilityId;
public float cd;
public float CdAcc { get; set; }
public int GaSeq { get; set; }
public bool HasAttach { get; set; }
}
public class RetryActiveAbilityComponent : IComponent
{
public List<RetryActivateAbilityData> abilityDataList;
}
}