NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Common/Data/UnitFightData.cs

157 lines
4.1 KiB
C#

using CodeStage.AntiCheat.ObscuredTypes;
namespace Gameplay.Common
{
public class UnitFightData
{
public GameUnit owner;
/// <summary>
/// 攻击力
/// </summary>
public ObscuredInt attack = 0;
/// <summary>
/// 防御力
/// </summary>
public ObscuredInt defense = 0;
/// <summary>
/// 技能倍率
/// </summary>
public ObscuredFloat skillRate = 1;
/// <summary>
/// 对人类的伤害倍率
/// </summary>
public ObscuredFloat scaleForHuman = 1;
/// <summary>
/// 对载具的伤害倍率
/// </summary>
public ObscuredFloat scaleForVehicle = 1;
/// <summary>
/// 最终伤害提升倍率
/// </summary>
public ObscuredFloat finalDamageScale = 1;
/// <summary>
/// 杀伤系数
/// </summary>
public ObscuredFloat attackScaleForHp = 1;
/// <summary>
/// 穿甲系数
/// </summary>
public ObscuredFloat attackScaleForShiled = 1;
/// <summary>
/// 攻击距离
/// </summary>
public ObscuredInt attackDistance = 0;
/// <summary>
/// 移动速度
/// </summary>
public ObscuredFloat moveSpeed = 0;
/// <summary>
/// 转身速度
/// </summary>
public ObscuredFloat turnSpeed = 0;
/// <summary>
/// 索敌范围
/// </summary>
public ObscuredFloat findEnemyRange;
/// <summary>
/// 攻击间隔
/// </summary>
public ObscuredFloat shootCd;
/// <summary>
/// 攻击间隔加成
/// </summary>
public ObscuredFloat p_shootCdScale = 1f;
/// <summary>
/// 基础攻击间隔
/// </summary>
public ObscuredFloat p_shootCd = 1f;
/// <summary>
/// 最大弹药量
/// </summary>
public ObscuredInt maxBulletCount;
/// <summary>
/// 每一次射击的弹药量
/// </summary>
public ObscuredInt perShootBulletCount;
public ObscuredFloat criticalRate = 0f;
public ObscuredFloat criticalScale = 1f;
/// <summary>
/// 士气攻击
/// </summary>
public ObscuredInt moraleAttack;
/// <summary>
/// 第一次开枪时间
/// </summary>
public ObscuredFloat firstShootTime;
/// <summary>
/// 装弹时间
/// </summary>
public ObscuredFloat reloadTime;
/// <summary>
/// 自动恢复护盾延迟时间
/// </summary>
public ObscuredFloat autoRecoverShiledDealy = 1f;
/// <summary>
/// 自动恢复护盾值-固定值
/// </summary>
public ObscuredInt autoRecoverShiledValueFixed = 1;
/// <summary>
/// 自动恢复护盾值-百分比
/// </summary>
public ObscuredFloat autoRecoverShiledValuePercent = 0f;
/// <summary>
/// 最大过量护盾值
/// </summary>
public ObscuredInt overflowShiledMaxValue = 0;
/// <summary>
/// 自动恢复HP延迟时间
/// </summary>
public ObscuredFloat autoRecoverHPDealy = 1f;
/// <summary>
/// 自动恢复HP值-固定值
/// </summary>
public ObscuredInt autoRecoverHPValueFixed = 1;
/// <summary>
/// 自动恢复HP值-百分比
/// </summary>
public ObscuredFloat autoRecoverHPValuePercent = 0f;
/// <summary>
/// 受到伤害的倍率
/// ps:承伤系数
/// </summary>
public ObscuredFloat beDamageScale = 1f;
/// <summary>
/// 士气攻击的倍率
/// </summary>
public ObscuredFloat moraleDamageScale = 1f;
/// <summary>
/// 士气受到伤害的倍率
/// </summary>
public ObscuredFloat moraleBeDamageScale = 1f;
public UnitFightData(GameUnit owner)
{
this.owner = owner;
}
}
}