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; /// /// 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; public UnitFightData(GameUnit owner) { this.owner = owner; } } }