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

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C#
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using System.Collections.Generic;
using CodeStage.AntiCheat.ObscuredTypes;
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namespace Gameplay.Unit.Data
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{
public class UnitFightData
{
public GameUnit owner;
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/// <summary>
/// 照亮区域
/// </summary>
public ObscuredInt lightUpArea = 1;
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/// <summary>
/// 特殊普通逻辑id
/// 为0表示没有特殊逻辑
/// </summary>
public ObscuredInt specialAttakcLogicId = 0;
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/// <summary>
///
/// </summary>
public ObscuredInt extraDamageOnNormalAttack = 0;
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/// <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 int attackDistance
{
get
{
if (specialAttakcLogicId == 0)
{
return normalAttackDistance;
}
return specialAttackDistance;
}
}
/// <summary>
/// 平A是否无视阻挡
/// </summary>
public bool isAttackIgnoreBlock = false;
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public ObscuredInt normalAttackDistance;
public ObscuredInt specialAttackDistance;
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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;
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/// <summary>
/// 攻击间隔加成
/// </summary>
public ObscuredFloat p_shootCdScale = 0f;
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/// <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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public ObscuredInt baseMaxBulletCount;
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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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public ObscuredFloat p_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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/// <summary>
/// 攻击时无视护盾的概率
/// </summary>
public ObscuredFloat ignoreShieldRate = 0f;
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/// <summary>
/// 抵抗debuff的概率
/// </summary>
public ObscuredFloat ignoreDebuffRate = 0f;
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/// <summary>
/// 逃跑时间
/// </summary>
public ObscuredFloat retreateTime = 10f;
public ObscuredFloat baseRetreateTime = 10f;
/// <summary>
/// 最后一发子弹的伤害缩放
/// </summary>
public ObscuredFloat lastBulletDamageScale = 1f;
/// <summary>
/// 技能cd缩减比例
/// </summary>
public ObscuredFloat skillCdReduceScale = 1f;
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public UnitFightData(GameUnit owner)
{
this.owner = owner;
}
public ObscuredFloat GetMoveSpeed()
{
if (moveSpeed < 0)
{
return 0;
}
return moveSpeed;
}
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public void CopyTo(UnitFightData to)
{
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to.specialAttakcLogicId = specialAttakcLogicId;
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to.attack = attack;
to.baseAttack = baseAttack;
to.defense = defense;
to.baseDefense = baseDefense;
to.skillRate = skillRate;
to.scaleForHuman = scaleForHuman;
to.scaleForVehicle = scaleForVehicle;
to.finalDamageScale = finalDamageScale;
to.attackScaleForHp = attackScaleForHp;
to.attackScaleForShiled = attackScaleForShiled;
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to.normalAttackDistance = normalAttackDistance;
to.specialAttackDistance = specialAttackDistance;
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to.baseAttackDistance = baseAttackDistance;
to.skillReleaseDistanceScale = skillReleaseDistanceScale;
to.moveSpeed = moveSpeed;
to.baseMoveSpeed = baseMoveSpeed;
to.retreatSpeed = retreatSpeed;
to.baseRetreatSpeed = baseRetreatSpeed;
to.turnSpeed = turnSpeed;
to.findEnemyRange = findEnemyRange;
to.shootCd = shootCd;
to.p_shootCdScale = p_shootCdScale;
to.p_shootCd = p_shootCd;
to.maxBulletCount = maxBulletCount;
to.baseMaxBulletCount = baseMaxBulletCount;
to.perShootBulletCount = perShootBulletCount;
to.criticalRate = criticalRate;
to.criticalScale = criticalScale;
to.moraleAttack = moraleAttack;
to.firstShootTime = firstShootTime;
to.p_firstShootTime = p_firstShootTime;
to.moraleRecoverScale = moraleRecoverScale;
to.reloadTime = reloadTime;
to.baseReloadTime = baseReloadTime;
to.autoRecoverShiledDealy = autoRecoverShiledDealy;
to.autoRecoverShiledValueFixed = autoRecoverShiledValueFixed;
to.autoRecoverShiledValuePercent = autoRecoverShiledValuePercent;
to.overflowShiledMaxValue = overflowShiledMaxValue;
to.autoRecoverHPDealy = autoRecoverHPDealy;
to.autoRecoverHPValueFixed = autoRecoverHPValueFixed;
to.autoRecoverHPValuePercent = autoRecoverHPValuePercent;
to.beDamageScale = beDamageScale;
to.moraleDamageScale = moraleDamageScale;
to.moraleBeDamageScale = moraleBeDamageScale;
to.lastMoveTime = lastMoveTime;
to.ignoreShieldRate = ignoreShieldRate;
to.ignoreDebuffRate = ignoreDebuffRate;
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to.retreateTime = retreateTime;
to.baseRetreateTime = baseRetreateTime;
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to.extraDamageOnNormalAttack = extraDamageOnNormalAttack;
to.lastBulletDamageScale = lastBulletDamageScale;
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}
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}
}