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

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using cfg.VehicleCfg;
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using Framework;
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namespace Gameplay.Vehicle.Data
{
public class VehicleConfigData
{
public int configId;
public int level;
public int attack;
public int defense;
public int hp;
public int shield;
public float moveSpeed;
public float turnSpeed;
public int attackDistance;
public int standLevel;
public int crossLevel;
public float batteryTurnSpeed;
public float shootCd;
public int maxBulletCount;
public int perShootCount;
public float reloadTime;
public int moraleAttack;
public float scaleForHuman;
public float scaleForVehicle;
public float criticalRate;
public float criticalDamageScale;
public float firstShootTime;
public int weaponId;
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public int sitCount;
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public string PrefabPath;
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public int tireMarkId;
public int skillId;
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public void Init(DataVehicle rawConfig,
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int level, int skillLevel)
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{
configId = rawConfig.ID;
PrefabPath = rawConfig.PrefabPath;
this.level = level;
var levelIndex = level - 1;
attack = rawConfig.Damages[levelIndex];
defense = rawConfig.Defenses[levelIndex];
hp = rawConfig.Hps[levelIndex];
shield = rawConfig.Shields[levelIndex];
moveSpeed = rawConfig.MoveSpeed;
turnSpeed = rawConfig.TurnSpeed;
crossLevel = rawConfig.MoveCrossLevel;
standLevel = rawConfig.StandCrossLevel;
attackDistance = rawConfig.AttackDistance;
batteryTurnSpeed = rawConfig.BatteryTurnSpeed;
shootCd = 1f / rawConfig.FireRate;
maxBulletCount = rawConfig.BulletCount;
perShootCount = rawConfig.PerShootCount;
reloadTime = rawConfig.ReloadTime;
moraleAttack = rawConfig.MoraleDamage;
criticalRate = rawConfig.CriticalRate;
criticalDamageScale = rawConfig.CriticalScale;
firstShootTime = rawConfig.FirstShootTime;
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sitCount = rawConfig.SeatCount;
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weaponId = rawConfig.WeaponId;
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tireMarkId = rawConfig.TireMarkId;
var skillConfig = TableManager.Instance.Tables.VehicleSkllUpgrade.Get(rawConfig.ID);
var skillLevelIndex = skillLevel - 1;
skillId = skillConfig.SkillIdList[skillLevelIndex];
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}
}
}