using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Gameplay.Unit.Data { 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; } } }