using CodeStage.AntiCheat.ObscuredTypes;
namespace Gameplay.Common
{
public class UnitFightData
{
public GameUnit owner;
///
/// 攻击力
///
public ObscuredInt attack = 0;
public ObscuredFloat baseAttack = 0;
///
/// 防御力
///
public ObscuredInt defense = 0;
public ObscuredFloat baseDefense = 0;
///
/// 技能倍率
///
public ObscuredFloat skillRate = 1;
///
/// 对人类的伤害倍率
///
public ObscuredFloat scaleForHuman = 1;
///
/// 对载具的伤害倍率
///
public ObscuredFloat scaleForVehicle = 1;
///
/// 最终伤害提升倍率
///
public ObscuredFloat finalDamageScale = 1;
///
/// 杀伤系数
///
public ObscuredFloat attackScaleForHp = 1;
///
/// 穿甲系数
///
public ObscuredFloat attackScaleForShiled = 1;
///
/// 伤害倍率-载具
///
public ObscuredFloat damageScaleForVehicle = 1;
///
/// 攻击距离
///
public ObscuredInt attackDistance = 0;
///
/// 攻击距离-基础值
///
public ObscuredInt baseAttackDistance = 0;
///
/// 技能释放距离缩放
///
public ObscuredFloat skillReleaseDistanceScale = 1;
///
/// 移动速度
///
public ObscuredFloat moveSpeed = 0;
///
/// 移动速度-基础值
///
public ObscuredFloat baseMoveSpeed = 0;
///
/// 逃跑速度
///
public ObscuredFloat retreatSpeed = 0;
///
/// 逃跑速度-基础值
///
public ObscuredFloat baseRetreatSpeed = 0;
///
/// 转身速度
///
public ObscuredFloat turnSpeed = 0;
///
/// 索敌范围
///
public ObscuredFloat findEnemyRange;
///
/// 攻击间隔
///
public ObscuredFloat shootCd;
///
/// 攻击间隔加成
///
public ObscuredFloat p_shootCdScale = 1f;
///
/// 基础攻击间隔
///
public ObscuredFloat p_shootCd = 1f;
///
/// 最大弹药量
///
public ObscuredInt maxBulletCount;
///
/// 每一次射击的弹药量
///
public ObscuredInt perShootBulletCount;
public ObscuredFloat criticalRate = 0f;
public ObscuredFloat criticalScale = 1f;
///
/// 士气攻击
///
public ObscuredInt moraleAttack;
///
/// 第一次开枪时间
///
public ObscuredFloat firstShootTime;
///
/// 士气恢复缩放
///
public ObscuredFloat moraleRecoverScale = 1f;
///
/// 装弹时间
///
public ObscuredFloat reloadTime;
///
/// 装弹时间-基础值
///
public ObscuredFloat baseReloadTime;
///
/// 自动恢复护盾延迟时间
///
public ObscuredFloat autoRecoverShiledDealy = 1f;
///
/// 自动恢复护盾值-固定值
///
public ObscuredInt autoRecoverShiledValueFixed = 1;
///
/// 自动恢复护盾值-百分比
///
public ObscuredFloat autoRecoverShiledValuePercent = 0f;
///
/// 最大过量护盾值
///
public ObscuredInt overflowShiledMaxValue = 0;
///
/// 自动恢复HP延迟时间
///
public ObscuredFloat autoRecoverHPDealy = 1f;
///
/// 自动恢复HP值-固定值
///
public ObscuredInt autoRecoverHPValueFixed = 1;
///
/// 自动恢复HP值-百分比
///
public ObscuredFloat autoRecoverHPValuePercent = 0f;
///
/// 受到伤害的倍率
/// ps:承伤系数
///
public ObscuredFloat beDamageScale = 1f;
///
/// 士气攻击的倍率
///
public ObscuredFloat moraleDamageScale = 1f;
///
/// 士气受到伤害的倍率
///
public ObscuredFloat moraleBeDamageScale = 1f;
///
/// 最后移动的时间
///
public ObscuredFloat lastMoveTime = 0f;
///
/// 攻击时无视护盾的概率
///
public ObscuredFloat ignoreShieldRate = 0f;
///
/// 抵抗debuff的概率
///
public ObscuredFloat ignoreDebuffRate = 0f;
public UnitFightData(GameUnit owner)
{
this.owner = owner;
}
}
}