NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Data/VehicleRuntimeData.cs

49 lines
1.8 KiB
C#

using Gameplay.Buff;
namespace Gameplay.Vehicle.Data
{
public class VehicleRuntimeData
{
public BaseVehicle owner;
public VehicleConfigData configData;
public int maxSitCount;
public void Init()
{
// 优先初始化父类数据
owner.aliveData.maxHp = configData.hp;
owner.aliveData.maxShield = configData.shield;
owner.aliveData.Init();
owner.fightData.attack = configData.attack;
owner.fightData.baseAttack = configData.attack;
owner.fightData.moveSpeed = configData.moveSpeed;
owner.fightData.baseMoveSpeed = configData.moveSpeed;
owner.fightData.turnSpeed = configData.turnSpeed;
owner.fightData.attackDistance = configData.attackDistance;
owner.fightData.baseAttackDistance = configData.attackDistance;
owner.fightData.shootCd = configData.shootCd;
owner.fightData.p_shootCd = configData.shootCd;
owner.fightData.p_shootCdScale = 1f;
owner.fightData.maxBulletCount = configData.maxBulletCount;
owner.fightData.perShootBulletCount = configData.perShootCount;
owner.fightData.criticalRate = configData.criticalRate;
owner.fightData.criticalScale = configData.criticalDamageScale;
owner.fightData.firstShootTime = configData.firstShootTime;
owner.fightData.moraleAttack = configData.moraleAttack;
owner.fightData.reloadTime = configData.reloadTime;
owner.fightData.baseReloadTime = configData.reloadTime;
owner.commonData.crossLevel = configData.crossLevel;
owner.commonData.standLevel = configData.standLevel;
maxSitCount = configData.sitCount;
}
}
}