using System.Collections.Generic; using BehaviorDesigner.Runtime.Tasks; using UnityEngine; namespace CoreGame.Render { public class AddAlwaysRetryActiveAbilities : Action { [BehaviorDesigner.Runtime.Tasks.Tooltip("能力id和cd")] [SerializeField] public List abilityDataList = new(); public override void OnAwake() { base.OnAwake(); for (int i = 0; i < abilityDataList.Count; i++) { var abilityData = abilityDataList[i]; abilityData.HasAttach = false; abilityData.CdAcc = 0; abilityData.GaSeq = -1; } Owner.GetEntity().ReplaceRetryActiveAbility(abilityDataList); } } }