using System.Collections.Generic; using Wizard; using Wizard.Battle.View.Vfx; public class SingleSkill_attach_skill : Skill_attach_skill { public SingleSkill_attach_skill(SkillParameter skillPrm, string option) : base(skillPrm, option) { } public override bool GiveSkill(List targets, SkillCreator.SkillBuildInfo buildInfo, CallParameter parameter, long banNum, int voiceIndex, bool isAttachEvolveSkill, ref ParallelVfxPlayer parallelVfx, ref SequentialVfxPlayer iconVfx) { bool result = base.GiveSkill(targets, buildInfo, parameter, banNum, voiceIndex, isAttachEvolveSkill, ref parallelVfx, ref iconVfx); if (!AIBattleInfoReceiver.CheckCreatedValidEnemyAI() || targets == null) { return result; } AIBattleInfoReceiver instance = AIBattleInfoReceiver.GetInstance(); if (instance == null) { AIBattleInfoReceiver.ShowNotFoundInstanceLog(); return result; } for (int i = 0; i < targets.Count; i++) { BattleCardBase target = targets[i]; instance.ReceiveAttachedSkillInfo(base.SkillPrm.ownerCard, target); } return result; } }