107 lines
2.5 KiB
C#
107 lines
2.5 KiB
C#
namespace Gameplay.Unit.Data
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{
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public class UnitStatusData
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{
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public readonly GameUnit owner;
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/// <summary>
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/// 是否正在移动
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/// </summary>
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public bool isMoveing = false;
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/// <summary>
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/// 是否已死亡
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/// </summary>
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public bool isDead = false;
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/// <summary>
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/// 是否可以被攻击
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/// </summary>
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public bool canBeAttack = true;
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/// <summary>
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/// 是否在载具上
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/// </summary>
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public bool isOnVehicle = false;
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/// <summary>
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/// 是否混乱
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/// </summary>
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public bool isChaos = false;
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/// <summary>
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/// 是否眩晕
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/// </summary>
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public bool isStun = false;
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/// <summary>
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/// 是否锁定位置
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/// </summary>
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public bool isLockPos = false;
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/// <summary>
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/// 是否逃跑
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/// </summary>
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public bool isRetreat = false;
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/// <summary>
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/// 是否需要技能暂停
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/// </summary>
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public bool needSkillPaused = false;
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/// <summary>
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/// 是否在释放技能
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/// </summary>
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public bool isInSkilling = false;
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/// <summary>
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/// 是否不可逃跑
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/// </summary>
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public bool isNoRetreat = false;
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/// <summary>
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/// 是否是AI控制
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/// </summary>
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public bool isAIControll = false;
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/// <summary>
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/// 是否是伪装状态
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/// </summary>
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public bool isPretend = false;
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/// <summary>
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/// 检查是否可以被当做被攻击目标
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/// </summary>
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/// <returns></returns>
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public bool CheckCanBeTarget()
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{
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if (!canBeAttack) return false;
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if (!owner.isReady) return false;
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if (isDead) return false;
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if (isOnVehicle) return false;
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if (isPretend) return false;
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return true;
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}
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public UnitStatusData(GameUnit owner)
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{
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this.owner = owner;
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}
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public void Reset()
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{
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isMoveing = false;
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isDead = false;
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canBeAttack = true;
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isOnVehicle = false;
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isChaos = false;
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isStun = false;
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isLockPos = false;
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isRetreat = false;
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needSkillPaused = false;
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isInSkilling = false;
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isNoRetreat = false;
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}
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}
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}
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