using System.Collections.Generic;
using CodeStage.AntiCheat.ObscuredTypes;
namespace Gameplay.Unit.Data
{
public class UnitFightData
{
public GameUnit owner;
///
/// 照亮区域
///
public ObscuredInt lightUpArea = 1;
///
/// 特殊普通逻辑id
/// 为0表示没有特殊逻辑
///
public ObscuredInt specialAttakcLogicId = 0;
///
///
///
public ObscuredInt extraDamageOnNormalAttack = 0;
///
/// 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 int attackDistance
{
get
{
if (specialAttakcLogicId == 0)
{
return normalAttackDistance;
}
return specialAttackDistance;
}
}
///
/// 平A是否无视阻挡
///
public bool isAttackIgnoreBlock = false;
public ObscuredInt normalAttackDistance;
public ObscuredInt specialAttackDistance;
///
/// 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 = 0f;
///
/// 基础攻击间隔
///
public ObscuredFloat p_shootCd = 1f;
///
/// 最大弹药量
///
public ObscuredInt maxBulletCount;
public ObscuredInt baseMaxBulletCount;
///
/// 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;
public ObscuredFloat p_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;
///
/// 逃跑时间
///
public ObscuredFloat retreateTime = 10f;
public ObscuredFloat baseRetreateTime = 10f;
///
/// 最后一发子弹的伤害缩放
///
public ObscuredFloat lastBulletDamageScale = 1f;
///
/// 技能cd缩减比例
///
public ObscuredFloat skillCdReduceScale = 1f;
public UnitFightData(GameUnit owner)
{
this.owner = owner;
}
public ObscuredFloat GetMoveSpeed()
{
if (moveSpeed < 0)
{
return 0;
}
return moveSpeed;
}
public void CopyTo(UnitFightData to)
{
to.specialAttakcLogicId = specialAttakcLogicId;
to.attack = attack;
to.baseAttack = baseAttack;
to.defense = defense;
to.baseDefense = baseDefense;
to.skillRate = skillRate;
to.scaleForHuman = scaleForHuman;
to.scaleForVehicle = scaleForVehicle;
to.finalDamageScale = finalDamageScale;
to.attackScaleForHp = attackScaleForHp;
to.attackScaleForShiled = attackScaleForShiled;
to.normalAttackDistance = normalAttackDistance;
to.specialAttackDistance = specialAttackDistance;
to.baseAttackDistance = baseAttackDistance;
to.skillReleaseDistanceScale = skillReleaseDistanceScale;
to.moveSpeed = moveSpeed;
to.baseMoveSpeed = baseMoveSpeed;
to.retreatSpeed = retreatSpeed;
to.baseRetreatSpeed = baseRetreatSpeed;
to.turnSpeed = turnSpeed;
to.findEnemyRange = findEnemyRange;
to.shootCd = shootCd;
to.p_shootCdScale = p_shootCdScale;
to.p_shootCd = p_shootCd;
to.maxBulletCount = maxBulletCount;
to.baseMaxBulletCount = baseMaxBulletCount;
to.perShootBulletCount = perShootBulletCount;
to.criticalRate = criticalRate;
to.criticalScale = criticalScale;
to.moraleAttack = moraleAttack;
to.firstShootTime = firstShootTime;
to.p_firstShootTime = p_firstShootTime;
to.moraleRecoverScale = moraleRecoverScale;
to.reloadTime = reloadTime;
to.baseReloadTime = baseReloadTime;
to.autoRecoverShiledDealy = autoRecoverShiledDealy;
to.autoRecoverShiledValueFixed = autoRecoverShiledValueFixed;
to.autoRecoverShiledValuePercent = autoRecoverShiledValuePercent;
to.overflowShiledMaxValue = overflowShiledMaxValue;
to.autoRecoverHPDealy = autoRecoverHPDealy;
to.autoRecoverHPValueFixed = autoRecoverHPValueFixed;
to.autoRecoverHPValuePercent = autoRecoverHPValuePercent;
to.beDamageScale = beDamageScale;
to.moraleDamageScale = moraleDamageScale;
to.moraleBeDamageScale = moraleBeDamageScale;
to.lastMoveTime = lastMoveTime;
to.ignoreShieldRate = ignoreShieldRate;
to.ignoreDebuffRate = ignoreDebuffRate;
to.retreateTime = retreateTime;
to.baseRetreateTime = baseRetreateTime;
to.extraDamageOnNormalAttack = extraDamageOnNormalAttack;
to.lastBulletDamageScale = lastBulletDamageScale;
}
}
}