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