2023-10-19 15:00:19 +08:00
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using System.Collections.Generic;
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using cfg.CharacterCfg;
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2024-06-11 19:36:19 +08:00
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using Gameplay.Unit.Data;
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2023-08-22 19:08:45 +08:00
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namespace Gameplay.Character
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public class CharacterConfigData
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{
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2024-07-02 13:45:19 +08:00
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public int cfgId;
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/// <summary>
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/// 等级
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/// </summary>
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public int level;
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/// <summary>
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/// 攻击力
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/// </summary>
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public int attack;
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/// <summary>
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/// 攻击CD
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/// </summary>
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public float shootCD;
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/// <summary>
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2024-10-16 15:13:55 +08:00
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/// 首次攻击时间,百分比
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/// </summary>
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public float fireTimeProgress
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{
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get;
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set;
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}
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/// <summary>
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/// 最大子弹数量
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/// </summary>
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public int maxBulletCount;
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/// <summary>
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/// 装弹时间
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/// </summary>
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public float reloadTime;
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/// <summary>
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/// 防御力
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/// </summary>
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public int defense;
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/// <summary>
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/// 防御力缩放
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/// </summary>
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public float defenseScale;
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/// <summary>
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/// 最大血量
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/// </summary>
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public int maxHp;
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/// <summary>
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/// 最大护甲值
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/// </summary>
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public int maxShield;
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/// <summary>
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/// 移动速度
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/// </summary>
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public float moveSpeed;
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/// <summary>
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/// 逃跑速度
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/// </summary>
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public float retreatSpeed;
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/// <summary>
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/// 转身速度
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/// </summary>
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public float turnSpeed;
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/// <summary>
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/// 攻击距离
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/// </summary>
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public int shootDistance;
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/// <summary>
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/// 士气伤害值
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/// </summary>
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public int moraleAttack;
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/// <summary>
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/// 最大士气值
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/// </summary>
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public int maxMorale;
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/// <summary>
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/// 初始士气值
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/// </summary>
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public int initMorale;
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/// <summary>
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/// 进入被压制状态的士气值
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/// </summary>
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public int suppressMorale;
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/// <summary>
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/// 撤退士气值
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/// </summary>
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public int retreatMorale;
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/// <summary>
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/// 士气值恢复量
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/// </summary>
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public int moraleRecover;
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/// <summary>
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/// 对人形伤害增伤
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/// </summary>
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public float damagePepoleScale;
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/// <summary>
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/// 对载具伤害增伤
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/// </summary>
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public float damageCarsScale;
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/// <summary>
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/// 暴击几率
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/// </summary>
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public float criticalRate;
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/// <summary>
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/// 暴击伤害缩放
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/// </summary>
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public float criticalScale;
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public Ejob job;
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public Efaction faction;
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public float rarity;
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/// <summary>
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/// 0 代表不可移动射击
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/// 1 代表可移动射击
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/// </summary>
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public int moveShootType;
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/// <summary>
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/// 0 代表不可打断
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/// 1 代表可打断
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/// </summary>
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public int breakShootType;
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/// <summary>
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/// 每次射击发射子弹数量
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/// </summary>
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public int perShootCount;
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/// <summary>
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/// 主动技能ID
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/// </summary>
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public int skillId;
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/// <summary>
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/// 模型路径
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/// </summary>
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public string modelPath;
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/// <summary>
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/// 使用行为树名字
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/// </summary>
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public string aiName;
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/// <summary>
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/// 武器Id
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/// </summary>
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public int weaponId;
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/// <summary>
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/// 索敌范围
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/// </summary>
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public float findEnemyRange;
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public int crossLevel;
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public int standLevel;
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public string eyeBrowsType;
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public string eyeBrowColor;
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public string eyesColor;
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public List<int> boundTags;
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public float shiledRecoverDelay;
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public int shieldRecoverFix;
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public float shiledRecoverPercent;
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public int overflowShield;
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public float hpRecoverDelay;
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public int hpRecoverFix;
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public float hpRecoverPercent;
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public float attackShiledScale = 1f;
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public float attackHpScale = 1f;
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2023-10-27 13:59:26 +08:00
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2023-12-20 13:47:28 +08:00
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public string nameId;
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2024-04-12 13:05:20 +08:00
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public int breakPassiveSkillId;
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public int awakePassiveSkillId;
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public bool isAttackIgnoreBlock = false;
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2024-09-05 15:14:52 +08:00
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public List<int> passiveBuffIds = new List<int>();
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public DebugShowInfo debugShowInfo;
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}
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}
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