NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Data/VehicleRuntimeData.cs

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2.4 KiB
C#
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using Gameplay.Buff;
namespace Gameplay.Vehicle.Data
{
public class VehicleRuntimeData
{
public BaseVehicle owner;
public VehicleConfigData configData;
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public int maxSitCount;
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public void Init()
{
// 优先初始化父类数据
owner.aliveData.maxHp = configData.hp;
owner.aliveData.maxShield = configData.shield;
owner.aliveData.Init(true);
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owner.fightData.attack = configData.attack;
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owner.fightData.baseAttack = configData.attack;
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owner.fightData.moveSpeed = configData.moveSpeed;
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owner.fightData.baseMoveSpeed = configData.moveSpeed;
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owner.fightData.turnSpeed = configData.turnSpeed;
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owner.fightData.normalAttackDistance = configData.attackDistance;
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owner.fightData.baseAttackDistance = configData.attackDistance;
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owner.fightData.shootCd = configData.shootCd;
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owner.fightData.baseShootCd = configData.shootCd;
owner.fightData.p_shootCdScale = 0f;
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owner.fightData.maxBulletCount = configData.maxBulletCount;
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owner.fightData.baseMaxBulletCount = configData.maxBulletCount;
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owner.fightData.criticalRate = configData.criticalRate;
owner.fightData.criticalScale = configData.criticalDamageScale;
owner.fightData.moraleAttack = configData.moraleAttack;
owner.fightData.reloadTime = configData.reloadTime;
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owner.fightData.baseReloadTime = configData.reloadTime;
owner.fightData.ignoreDamage = configData.ignoreDamage;
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owner.commonData.crossLevel = configData.crossLevel;
owner.commonData.standLevel = configData.standLevel;
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maxSitCount = configData.sitCount;
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owner.fightData.attackScaleForShiled = configData.attackShiledScale;
owner.fightData.attackScaleForHp = configData.attackHpScale;
owner.fightData.scaleForHuman = configData.scaleForHuman;
owner.fightData.scaleForVehicle = configData.scaleForVehicle;
owner.fightData.isAttackIgnoreBlock = configData.isAttackIgnoreBlock;
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owner.fightData.attackEndTime = configData.attackEndTime;
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owner.fightData.attackLoopCount = configData.attackLoopCount;
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}
}
}