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