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