using System.Collections.Generic;
using cfg.CharacterCfg;
using Gameplay.Unit.Data;
namespace Gameplay.Character
{
public class CharacterConfigData
{
public int cfgId;
public int localId;
///
/// 等级
///
public int level;
///
/// 攻击力
///
public int attack
{
get;
set;
}
///
/// 攻击CD
///
public float shootCd
{
get;
set;
}
///
/// 攻击距离缩放
///
public List attackDistanceScale = new List()
{
1f
};
///
/// 举枪时间
///
public float raiseWeaponTime;
///
/// 最大子弹数量
///
public int maxBulletCount;
///
/// 装弹时间
///
public float reloadTime;
///
/// 单次换弹数量
///
public int perReloadCount;
///
/// 是否允许换弹过程中未满子弹攻击
///
public bool canAttackNoReloadFull;
///
/// 防御力
///
public int defense;
///
/// 防御力缩放
///
public float defenseScale
{
get;
set;
}
///
/// 最大血量
///
public int maxHp;
///
/// 最大护甲值
///
public int maxShield;
///
/// 移动速度
///
public float moveSpeed;
///
/// 逃跑速度
///
public float retreatSpeed;
///
/// 转身速度
///
public float turnSpeed;
///
/// 攻击距离
///
public int shootDistance;
///
/// 士气伤害值
///
public int moraleAttack;
///
/// 最大士气值
///
public int maxMorale;
///
/// 初始士气值
///
public int initMorale;
///
/// 进入被压制状态的士气值
///
public int suppressMorale;
///
/// 撤退士气值
///
public int retreatMorale;
///
/// 士气值恢复量
///
public int moraleRecover;
///
/// 对人形伤害增伤
///
public float damagePepoleScale = 1;
///
/// 对载具伤害增伤
///
public float damageCarsScale = 1;
///
/// 对建筑伤害增伤
///
public float damageBuildingsScale = 1;
///
/// 暴击几率
///
public float criticalRate;
///
/// 暴击伤害缩放
///
public float criticalScale;
///
/// 职业
///
public Ejob job;
///
/// 阵营
///
public Efaction faction;
///
/// 星级
///
public float rarity;
///
/// 0 代表不可移动射击
/// 1 代表可移动射击
///
public int moveShootType;
///
/// 主动技能ID
///
public int skillId;
///
/// 模型路径
///
public string modelPath
{
get;
set;
}
///
/// 使用行为树名字
///
public string aiName;
///
/// 武器Id
///
public int weaponId;
///
/// 索敌范围
///
public float findEnemyRange;
public int crossLevel;
public int standLevel;
public string eyeBrowsType;
public string eyeBrowColor;
public string eyesColor;
public List boundTags;
public float shiledRecoverDelay;
public float shieldRecoverFix;
public float shiledRecoverPercent;
public int overflowShield;
public float hpRecoverDelay;
public float hpRecoverFix;
public float hpRecoverPercent;
public float attackShiledScale = 1f;
public float attackHpScale = 1f;
public string nameId
{
get;
set;
}
public int breakPassiveSkillId;
public int awakePassiveSkillId;
public bool isAttackIgnoreBlock = false;
public List passiveBuffIds = new List();
public float attackEndTime
{
get;
set;
}
public int attackLoopCount = 1;
public DebugShowInfo debugShowInfo;
}
}