c1_unity/Assets/Scripts/Common/Battle/BattleMonsterData.cs
2023-04-03 11:04:31 +08:00

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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2BOSS
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<int> DropList;
public List<int> TryGetEmptyDropList()
{
if (ReferenceEquals(DropList, null))
{
DropList = new List<int>();
}
else
{
DropList.Clear();
}
return DropList;
}
}
}