using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Gameplay.Common
{
public class UnitCommonData
{
public readonly GameUnit owner;
///
/// 阵营id
///
public int troopId;
///
/// 等级
///
public int level;
///
/// 通行等级,通行等级高于格子等级时,可通行
///
public int crossLevel = 1;
///
/// 占位等级,格子切换后,会将占位等级标记到格子上
///
public int standLevel = 1;
public bool canControl = false;
public bool canSelect
{
get
{
return canControl
&& !owner.statusData.isChaos
&& !owner.statusData.isRetreat
&& !owner.statusData.isDead
&& !owner.statusData.isStun
&& !owner.statusData.isOnVehicle;
}
}
private float _lastInFightSeconds = 0f;
public float lastInFightSeconds
{
get
{
return _lastInFightSeconds;
}
set
{
if (value > _lastInFightSeconds)
{
_lastInFightSeconds = value;
}
}
}
private float _lastBeHitSceonds = 0f;
public float lastBeHitSeconds
{
get
{
return _lastBeHitSceonds;
}
set
{
if (value > _lastBeHitSceonds)
{
_lastBeHitSceonds = value;
}
}
}
public UnitCommonData(GameUnit owner)
{
this.owner = owner;
}
}
}