增加修改reload时间的buff
parent
0536c66ac3
commit
63f2e7ea95
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@ -93,6 +93,10 @@ namespace Gameplay.Buff
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case EPropType.SkillReleaseDistancePercent:
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owner.fightData.skillReleaseDistanceScale += changeValue;
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break;
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case EPropType.ReloadTimePercent:
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owner.fightData.reloadTime = owner.fightData.baseReloadTime * (1 + changeValue);
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_UpdateViewReloadCd();
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break;
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default:
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DebugUtil.LogError("暂未处理的属性类型:{0}", propType);
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break;
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@ -103,6 +103,7 @@ namespace Gameplay.Character
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owner.fightData.firstShootTime = configData.firstShootTime;
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owner.fightData.moraleAttack = configData.moraleAttack;
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owner.fightData.reloadTime = configData.reloadTime;
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owner.fightData.baseReloadTime = configData.reloadTime;
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owner.fightData.findEnemyRange = configData.findEnemyRange;
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owner.fightData.autoRecoverHPDealy = configData.hpRecoverDelay;
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owner.fightData.autoRecoverHPValueFixed = configData.hpRecoverFix;
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@ -125,6 +125,10 @@ namespace Gameplay.Common
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/// 装弹时间
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/// </summary>
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public ObscuredFloat reloadTime;
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/// <summary>
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/// 装弹时间-基础值
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/// </summary>
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public ObscuredFloat baseReloadTime;
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/// <summary>
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/// 自动恢复护盾延迟时间
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@ -35,6 +35,7 @@ namespace Gameplay.Vehicle.Data
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owner.fightData.firstShootTime = configData.firstShootTime;
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owner.fightData.moraleAttack = configData.moraleAttack;
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owner.fightData.reloadTime = configData.reloadTime;
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owner.fightData.baseReloadTime = configData.reloadTime;
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owner.commonData.crossLevel = configData.crossLevel;
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owner.commonData.standLevel = configData.standLevel;
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