NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Common/Data/UnitFightData.cs

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using CodeStage.AntiCheat.ObscuredTypes;
namespace Gameplay.Common
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{
public class UnitFightData
{
public GameUnit owner;
/// <summary>
/// 攻击力
/// </summary>
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public ObscuredInt attack = 0;
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public ObscuredFloat baseAttack = 0;
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/// <summary>
/// 防御力
/// </summary>
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public ObscuredInt defense = 0;
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public ObscuredFloat baseDefense = 0;
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/// <summary>
/// 技能倍率
/// </summary>
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public ObscuredFloat skillRate = 1;
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/// <summary>
/// 对人类的伤害倍率
/// </summary>
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public ObscuredFloat scaleForHuman = 1;
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/// <summary>
/// 对载具的伤害倍率
/// </summary>
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public ObscuredFloat scaleForVehicle = 1;
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/// <summary>
/// 最终伤害提升倍率
/// </summary>
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public ObscuredFloat finalDamageScale = 1;
/// <summary>
/// 杀伤系数
/// </summary>
public ObscuredFloat attackScaleForHp = 1;
/// <summary>
/// 穿甲系数
/// </summary>
public ObscuredFloat attackScaleForShiled = 1;
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/// <summary>
/// 攻击距离
/// </summary>
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public ObscuredInt attackDistance = 0;
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/// <summary>
/// 攻击距离-基础值
/// </summary>
public ObscuredInt baseAttackDistance = 0;
/// <summary>
/// 技能释放距离缩放
/// </summary>
public ObscuredFloat skillReleaseDistanceScale = 1;
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/// <summary>
/// 移动速度
/// </summary>
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public ObscuredFloat moveSpeed = 0;
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/// <summary>
/// 移动速度-基础值
/// </summary>
public ObscuredFloat baseMoveSpeed = 0;
/// <summary>
/// 逃跑速度
/// </summary>
public ObscuredFloat retreatSpeed = 0;
/// <summary>
/// 逃跑速度-基础值
/// </summary>
public ObscuredFloat baseRetreatSpeed = 0;
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/// <summary>
/// 转身速度
/// </summary>
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public ObscuredFloat turnSpeed = 0;
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/// <summary>
/// 索敌范围
/// </summary>
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public ObscuredFloat findEnemyRange;
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/// <summary>
/// 攻击间隔
/// </summary>
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public ObscuredFloat shootCd;
/// <summary>
/// 攻击间隔加成
/// </summary>
public ObscuredFloat p_shootCdScale = 1f;
/// <summary>
/// 基础攻击间隔
/// </summary>
public ObscuredFloat p_shootCd = 1f;
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/// <summary>
/// 最大弹药量
/// </summary>
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public ObscuredInt maxBulletCount;
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/// <summary>
/// 每一次射击的弹药量
/// </summary>
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public ObscuredInt perShootBulletCount;
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public ObscuredFloat criticalRate = 0f;
public ObscuredFloat criticalScale = 1f;
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/// <summary>
/// 士气攻击
/// </summary>
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public ObscuredInt moraleAttack;
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/// <summary>
/// 第一次开枪时间
/// </summary>
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public ObscuredFloat firstShootTime;
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/// <summary>
/// 士气恢复缩放
/// </summary>
public ObscuredFloat moraleRecoverScale = 1f;
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/// <summary>
/// 装弹时间
/// </summary>
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public ObscuredFloat reloadTime;
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/// <summary>
/// 装弹时间-基础值
/// </summary>
public ObscuredFloat baseReloadTime;
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/// <summary>
/// 自动恢复护盾延迟时间
/// </summary>
public ObscuredFloat autoRecoverShiledDealy = 1f;
/// <summary>
/// 自动恢复护盾值-固定值
/// </summary>
public ObscuredInt autoRecoverShiledValueFixed = 1;
/// <summary>
/// 自动恢复护盾值-百分比
/// </summary>
public ObscuredFloat autoRecoverShiledValuePercent = 0f;
/// <summary>
/// 最大过量护盾值
/// </summary>
public ObscuredInt overflowShiledMaxValue = 0;
/// <summary>
/// 自动恢复HP延迟时间
/// </summary>
public ObscuredFloat autoRecoverHPDealy = 1f;
/// <summary>
/// 自动恢复HP值-固定值
/// </summary>
public ObscuredInt autoRecoverHPValueFixed = 1;
/// <summary>
/// 自动恢复HP值-百分比
/// </summary>
public ObscuredFloat autoRecoverHPValuePercent = 0f;
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/// <summary>
/// 受到伤害的倍率
/// ps:承伤系数
/// </summary>
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public ObscuredFloat beDamageScale = 1f;
/// <summary>
/// 士气攻击的倍率
/// </summary>
public ObscuredFloat moraleDamageScale = 1f;
/// <summary>
/// 士气受到伤害的倍率
/// </summary>
public ObscuredFloat moraleBeDamageScale = 1f;
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/// <summary>
/// 最后移动的时间
/// </summary>
public ObscuredFloat lastMoveTime = 0f;
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public UnitFightData(GameUnit owner)
{
this.owner = owner;
}
}
}