NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Character/Data/CharacterConfigData.cs

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using System.Collections.Generic;
using cfg.CharacterCfg;
using Gameplay.Unit.Data;
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namespace Gameplay.Character
{
public class CharacterConfigData
{
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public int cfgId;
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/// <summary>
/// 等级
/// </summary>
public int level;
/// <summary>
/// 攻击力
/// </summary>
public int attack;
/// <summary>
/// 攻击CD
/// </summary>
public float shootCD;
/// <summary>
/// 首次攻击时间,百分比
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/// </summary>
public float fireTimeProgress
{
get;
set;
}
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/// <summary>
/// 最大子弹数量
/// </summary>
public int maxBulletCount;
/// <summary>
/// 装弹时间
/// </summary>
public float reloadTime;
/// <summary>
/// 防御力
/// </summary>
public int defense;
/// <summary>
/// 防御力缩放
/// </summary>
public float defenseScale;
/// <summary>
/// 最大血量
/// </summary>
public int maxHp;
/// <summary>
/// 最大护甲值
/// </summary>
public int maxShield;
/// <summary>
/// 移动速度
/// </summary>
public float moveSpeed;
/// <summary>
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/// 逃跑速度
/// </summary>
public float retreatSpeed;
/// <summary>
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/// 转身速度
/// </summary>
public float turnSpeed;
/// <summary>
/// 攻击距离
/// </summary>
public int shootDistance;
/// <summary>
/// 士气伤害值
/// </summary>
public int moraleAttack;
/// <summary>
/// 最大士气值
/// </summary>
public int maxMorale;
/// <summary>
/// 初始士气值
/// </summary>
public int initMorale;
/// <summary>
/// 进入被压制状态的士气值
/// </summary>
public int suppressMorale;
/// <summary>
/// 撤退士气值
/// </summary>
public int retreatMorale;
/// <summary>
/// 士气值恢复量
/// </summary>
public int moraleRecover;
/// <summary>
/// 对人形伤害增伤
/// </summary>
public float damagePepoleScale;
/// <summary>
/// 对载具伤害增伤
/// </summary>
public float damageCarsScale;
/// <summary>
/// 暴击几率
/// </summary>
public float criticalRate;
/// <summary>
/// 暴击伤害缩放
/// </summary>
public float criticalScale;
public Ejob job;
public Efaction faction;
public float rarity;
/// <summary>
/// 0 代表不可移动射击
/// 1 代表可移动射击
/// </summary>
public int moveShootType;
/// <summary>
/// 0 代表不可打断
/// 1 代表可打断
/// </summary>
public int breakShootType;
/// <summary>
/// 每次射击发射子弹数量
/// </summary>
public int perShootCount;
/// <summary>
/// 主动技能ID
/// </summary>
public int skillId;
/// <summary>
/// 模型路径
/// </summary>
public string modelPath;
/// <summary>
/// 使用行为树名字
/// </summary>
public string aiName;
/// <summary>
/// 武器Id
/// </summary>
public int weaponId;
/// <summary>
/// 索敌范围
/// </summary>
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public float findEnemyRange;
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public int crossLevel;
public int standLevel;
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public string eyeBrowsType;
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public string eyeBrowColor;
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public string eyesColor;
public List<int> boundTags;
public float shiledRecoverDelay;
public int shieldRecoverFix;
public float shiledRecoverPercent;
public int overflowShield;
public float hpRecoverDelay;
public int hpRecoverFix;
public float hpRecoverPercent;
public float attackShiledScale = 1f;
public float attackHpScale = 1f;
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public string nameId;
public int breakPassiveSkillId;
public int awakePassiveSkillId;
public bool isAttackIgnoreBlock = false;
public List<int> passiveBuffIds = new List<int>();
public DebugShowInfo debugShowInfo;
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}
}