126 lines
3.5 KiB
C#
126 lines
3.5 KiB
C#
using System.Collections.Generic;
|
|
|
|
namespace BF
|
|
{
|
|
public class BattleSkillData
|
|
{
|
|
public bool IsInit = false;
|
|
public int SkillId = 0;
|
|
// 子弹资源路径
|
|
public string Res = string.Empty;
|
|
public int DirectionType = 0;
|
|
// 子弹数量
|
|
public int BulletCount = 0;
|
|
// 是否享受英雄的子弹数量加成
|
|
public bool WithUnitBulletCount = false;
|
|
// 扩散角度
|
|
public int Diffusion = 0;
|
|
public int Kind = 0;
|
|
// 子弹飞行速度
|
|
public float BulletSpeed = 0.0f;
|
|
// 是否享受英雄的子弹飞行速度加成
|
|
public bool WithUnitBulletSpeed = false;
|
|
// 穿透数量
|
|
public int MaxHitCount = 0;
|
|
// 是否享受英雄的子弹穿透数量加成
|
|
public bool WithUnitBulletHitCount = false;
|
|
// 无限的穿透次数
|
|
public bool UnlimitedHitCount = false;
|
|
// 碰撞类型
|
|
public int CollisionType = 0;
|
|
// 基础碰撞半径
|
|
public float BaseCollisionRadius = 0.0f;
|
|
// 碰撞半径
|
|
public float CollisionRadius = 0.0f;
|
|
// 基础碰撞宽
|
|
public float BaseCollisionWidth = 0.0f;
|
|
// 碰撞宽
|
|
public float CollisionWidth = 0.0f;
|
|
// 基础碰撞宽
|
|
public float BaseCollisionHeight = 0.0f;
|
|
// 碰撞高
|
|
public float CollisionHeight = 0.0f;
|
|
// 持续时间
|
|
public float Lifetime = 0.0f;
|
|
// 是否永久存在
|
|
public bool Forever = false;
|
|
// 是否享受英雄的子弹持续时间加成
|
|
public bool WithUnitBulletLifetime = false;
|
|
// 圆型技能的攻击半径
|
|
public float Range = 0.0f;
|
|
// 攻击距离
|
|
public float AtkDistance = 0.0f;
|
|
// 是否享受英雄的攻击距离加成
|
|
public bool WithUnitBulletRange = false;
|
|
// 是否享受英雄减CD效果
|
|
public bool WithUnitSkillCD = false;
|
|
// 是否是地面技能
|
|
public bool IsFloor = false;
|
|
// 生效间隔
|
|
public float EffectInterval = 0.0f;
|
|
// 延迟生效
|
|
public float EffectDelay = 0.0f;
|
|
// 技能倍率
|
|
public double HurtFactor = 0.0f;
|
|
// 子弹发射间隔
|
|
public float BulletSendInterval = 0.0f;
|
|
// 子弹音效ID
|
|
public int BulletSoundID = 0;
|
|
// 子弹音效延迟播放时间
|
|
public float BulletSoundDelay = 0.0f;
|
|
// 子弹特效延迟播放
|
|
public float BulletFxDelay = 0.0f;
|
|
// 击退距离
|
|
public float HitBack = 0.0f;
|
|
// 生效次数
|
|
public int WorkTime = 0;
|
|
// 控制类型
|
|
public int ControlType = 0;
|
|
// 控制参数
|
|
public int ControlParam = 0;
|
|
// 控制持续时间
|
|
public float ControlDuration = 0.0f;
|
|
// 目标效果
|
|
public int TargetEffect = 0;
|
|
// 目标效果值
|
|
public long TargetEffectValue = 0;
|
|
// 目标效果时间
|
|
public float TargetEffectTime = 0.0f;
|
|
// 子技能id
|
|
public int SkillSub = 0;
|
|
// 子技能触发条件
|
|
public int SkillSubTrigger = 0;
|
|
// 子技能触发参数
|
|
public int SkillSubTriggerValue = 0;
|
|
// 子弹高度
|
|
public float BulletShootHeight = -1.0f;
|
|
// 额外伤害类型
|
|
public int HurtExtraType = 0;
|
|
// 额外伤害参数
|
|
public long HurtExtraValue = 0;
|
|
// 特殊伤害值
|
|
public long HurtSpecial = 0;
|
|
// 坐标偏移
|
|
public float OffsetX = 0.0f;
|
|
public float OffsetY = 0.0f;
|
|
public float OffsetZ = 0.0f;
|
|
// 特殊表现的特效
|
|
public string SpecialFx = string.Empty;
|
|
// 特殊表现的特效是否是地面特效
|
|
public bool IsSpecialFxFloor = false;
|
|
// 特殊表现的参数
|
|
public List<int> SpecialFxParams;
|
|
public List<int> TryGetEmptySpecialFxParams()
|
|
{
|
|
if (ReferenceEquals(SpecialFxParams, null))
|
|
{
|
|
SpecialFxParams = new List<int>();
|
|
}
|
|
else
|
|
{
|
|
SpecialFxParams.Clear();
|
|
}
|
|
return SpecialFxParams;
|
|
}
|
|
}
|
|
} |