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; /// /// 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; } }