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 abilityDataList; } }