using System.Collections.Generic; public struct SkillTimingInfo { public bool IsWhenPlay { get; private set; } public bool IsWhenDestroy { get; private set; } public bool IsBeforeAttack { get; private set; } public bool IsBeforeAttackSelfAndOther { get; private set; } public bool IsAfterAttackSelfAndOther { get; private set; } public bool IsWhenFight { get; private set; } public SkillTimingInfo(List skillList) { IsWhenPlay = false; IsWhenDestroy = false; IsBeforeAttack = false; IsWhenFight = false; IsBeforeAttackSelfAndOther = false; IsAfterAttackSelfAndOther = false; for (int i = 0; i < skillList.Count; i++) { SkillBase skillBase = skillList[i]; if (skillBase.IsWhenPlaySkill) { IsWhenPlay = true; } if (skillBase.IsWhenDestroySkill) { IsWhenDestroy = true; } if (skillBase.IsBeforAttackSkill) { IsBeforeAttack = true; } if (skillBase.IsWhenFightSkill) { IsWhenFight = true; } if (skillBase.IsBeforeAttackSelfAndOtherSkill) { IsBeforeAttackSelfAndOther = true; } if (skillBase.IsAfterAttackSelfAndOtherSkill) { IsAfterAttackSelfAndOther = true; } } } }