using Gameplay.Buff; namespace Gameplay.Vehicle.Data { public class VehicleRuntimeData { public BaseVehicle owner; public VehicleConfigData configData; public int maxSitCount; 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(); owner.fightData.attack = configData.attack; owner.fightData.baseAttack = configData.attack; owner.fightData.moveSpeed = configData.moveSpeed; owner.fightData.baseMoveSpeed = configData.moveSpeed; owner.fightData.turnSpeed = configData.turnSpeed; owner.fightData.attackDistance = configData.attackDistance; owner.fightData.baseAttackDistance = configData.attackDistance; owner.fightData.shootCd = configData.shootCd; owner.fightData.p_shootCd = configData.shootCd; owner.fightData.p_shootCdScale = 1f; owner.fightData.maxBulletCount = configData.maxBulletCount; owner.fightData.perShootBulletCount = configData.perShootCount; owner.fightData.criticalRate = configData.criticalRate; owner.fightData.criticalScale = configData.criticalDamageScale; owner.fightData.firstShootTime = configData.firstShootTime; owner.fightData.moraleAttack = configData.moraleAttack; owner.fightData.reloadTime = configData.reloadTime; owner.fightData.baseReloadTime = configData.reloadTime; owner.commonData.crossLevel = configData.crossLevel; owner.commonData.standLevel = configData.standLevel; maxSitCount = configData.sitCount; } } }