NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Character/Data/CharacterConfigData.cs

172 lines
4.1 KiB
C#

using System.Collections.Generic;
using cfg.CharacterCfg;
namespace Gameplay.Character
{
public class CharacterConfigData
{
/// <summary>
/// 等级
/// </summary>
public int level;
/// <summary>
/// 攻击力
/// </summary>
public int attack;
/// <summary>
/// 攻击CD
/// </summary>
public float shootCD;
/// <summary>
/// 首次攻击时间
/// </summary>
public float firstShootTime;
/// <summary>
/// 最大子弹数量
/// </summary>
public int maxBulletCount;
/// <summary>
/// 装弹时间
/// </summary>
public float reloadTime;
/// <summary>
/// 防御力
/// </summary>
public int defense;
/// <summary>
/// 防御力缩放
/// </summary>
public float defenseScale;
/// <summary>
/// 最大血量
/// </summary>
public int maxHp;
/// <summary>
/// 最大护甲值
/// </summary>
public int maxShield;
/// <summary>
/// 移动速度
/// </summary>
public float moveSpeed;
/// <summary>
/// 转身速度
/// </summary>
public float turnSpeed;
/// <summary>
/// 攻击距离
/// </summary>
public int shootDistance;
/// <summary>
/// 士气伤害值
/// </summary>
public int moraleAttack;
/// <summary>
/// 最大士气值
/// </summary>
public int maxMorale;
/// <summary>
/// 初始士气值
/// </summary>
public int initMorale;
/// <summary>
/// 进入被压制状态的士气值
/// </summary>
public int suppressMorale;
/// <summary>
/// 撤退士气值
/// </summary>
public int retreatMorale;
/// <summary>
/// 士气值恢复量
/// </summary>
public int moraleRecover;
/// <summary>
/// 对人形伤害增伤
/// </summary>
public float damagePepoleScale;
/// <summary>
/// 对载具伤害增伤
/// </summary>
public float damageCarsScale;
/// <summary>
/// 暴击几率
/// </summary>
public float criticalRate;
/// <summary>
/// 暴击伤害缩放
/// </summary>
public float criticalScale;
public Ejob job;
public Efaction faction;
public float rarity;
/// <summary>
/// 0 代表不可移动射击
/// 1 代表可移动射击
/// </summary>
public int moveShootType;
/// <summary>
/// 0 代表不可打断
/// 1 代表可打断
/// </summary>
public int breakShootType;
/// <summary>
/// 每次射击发射子弹数量
/// </summary>
public int perShootCount;
/// <summary>
/// 主动技能ID
/// </summary>
public int skillId;
/// <summary>
/// 模型路径
/// </summary>
public string modelPath;
/// <summary>
/// 使用行为树名字
/// </summary>
public string aiName;
/// <summary>
/// 武器Id
/// </summary>
public int weaponId;
/// <summary>
/// 索敌范围
/// </summary>
public float findEnemyRange;
public int crossLevel;
public int standLevel;
public string eyeBrowsType;
public string eyeBrowColor;
public string eyesColor;
public List<int> boundTags;
public float shiledRecoverDelay;
public int shieldRecoverFix;
public float shiledRecoverPercent;
public int overflowShield;
public float hpRecoverDelay;
public int hpRecoverFix;
public float hpRecoverPercent;
public float attackShiledScale = 1f;
public float attackHpScale = 1f;
public int inFightEmojiId = 0;
}
}