using System.Collections.Generic; namespace BF { public class BattleMonsterData { public bool IsInit = false; public string Res = string.Empty; // 碰撞半径 public float CollisionRadius = 0.0f; // 血量 public long Hp = 0; // 攻击力 public long Atk = 0; public float Spd = 0; public float CD = 0; // 击退抗性 public int HitBackResist = 0; // 模型缩放比例 public float ModelScale = 1.0f; // 怪物掉落的经验的id public int ExpId = 0; // 怪物掉落的经验的值 public int ExpValue = 0; // 怪物掉落的经验的概率 public int ExpProbability = 0; // 怪物类型0:普通,1:精英,2:BOSS public int MonsterType = 0; // 是否能被技能击退 public bool IsHitBack = true; // 行为逻辑 public int ActionType = 0; // 行为逻辑参数1 public int ActionValue1 = 0; // 行为逻辑参数2 public int ActionValue2 = 0; // 主动技能 public int ActiveSkillId = 0; // 主动技能cd public float ActiveSkillCD = 0.0f; // 主动技能是否有开场cd public float ActiveSkillCDStart = 0.0f; // 特殊怪物标识 public int SpecialMonster = 0; // 攻击公式 public int AttackFormula = 0; // 受到攻击的公式 public int BeAttackedFormula = 0; // 免疫减速 public bool IgnoreSlow = false; // 免疫冰冻 public bool IgnoreIce = false; // 免疫击飞 public bool IgnoreAirborne = false; // 免疫吸附 public bool IgnoreAdsorb = false; // 免疫停滞 public bool IgnoreStagnate = false; // 免疫恐惧 public bool IgnoreFear = false; // 免疫掉血 public bool IgnoreReduceHp = false; // 死亡时释放的技能id public int TriggerDeadSkillId = 0; // 死亡时有一定概率掉落爱心,炸弹,吸铁石 public int DropItemProbability = 0; // 死亡掉落列表 public List DropList; public List TryGetEmptyDropList() { if (ReferenceEquals(DropList, null)) { DropList = new List(); } else { DropList.Clear(); } return DropList; } } }