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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- using UnityEngine;
- public class NpcDifRateAttr
- {
- private float mAttr_Life; // 生命 [二级]
- private float mAttr_Sp; //蓝量 [二级]
- private float mAttr_Attack; //物攻 [二级]
- private float mAttr_MagicAttack; //魔攻 [二级]
- private float mAttr_Defense; //物防 [二级]
- private float mAttr_MagicDefense; //魔防 [二级]
- private float mAttr_Hit; //命中 [二级]
- private float mAttr_Dodge; //闪避 [二级]
- private float mAttr_Crit; //暴击 [二级]
- private float mAttr_Ten; //韧性 [二级]
- private float mAttr_AttackSpeed; //攻速
- private float mAttr_CastAcceleration; //施法加速
- private float mAttr_GodPow; //神威
- public float Attr_Life { get { return mAttr_Life; } }
- public float Attr_Sp
- {
- get
- {
- return mAttr_Sp;
- }
- }
- public float Attr_Attack
- {
- get
- {
- //Debug.Log($"---------------Attr_Attack = {mAttr_Attack}-----");
- return mAttr_Attack;
- }
- }
- public float Attr_MagicAttack
- {
- get
- {
- //Debug.Log($"---------------Attr_MagicAttack = {mAttr_MagicAttack}-----");
- return mAttr_MagicAttack;
- }
- }
- public float Attr_Defense
- {
- get
- {
- return mAttr_Defense;
- }
- }
- public float Attr_MagicDefense
- {
- get
- {
- return mAttr_MagicDefense;
- }
- }
- public float Attr_Hit
- {
- get
- {
- return mAttr_Hit;
- }
- }
- public float Attr_Dodge
- {
- get
- {
- return mAttr_Dodge;
- }
- }
- public float Attr_Crit
- {
- get
- {
- return mAttr_Crit;
- }
- }
- public float Attr_Ten
- {
- get
- {
- return mAttr_Ten;
- }
- }
- public float Attr_AttackSpeed
- {
- get
- {
- return mAttr_AttackSpeed;
- }
- }
- public float Attr_CastAcceleration
- {
- get
- {
- return mAttr_CastAcceleration;
- }
- }
- public float Attr_GodPow
- {
- get
- {
- return mAttr_GodPow;
- }
- }
- public NpcDifRateAttr()
- {
- Reset();
- }
- public void Reset()
- {
- mAttr_Life = 0;
- mAttr_Sp = 0;
- mAttr_Attack = 0;
- mAttr_MagicAttack = 0;
- mAttr_Defense = 0;
- mAttr_MagicDefense = 0;
- mAttr_Hit = 0;
- mAttr_Dodge = 0;
- mAttr_Crit = 0;
- mAttr_Ten = 0;
- mAttr_AttackSpeed = 0;
- mAttr_CastAcceleration = 0;
- mAttr_GodPow = 0;
- }
- public void SetAttr(int type, float value)
- {
- switch (type)
- {
- case ActorData.Attr_Life:
- {
- mAttr_Life = value;
- }
- break;
- case ActorData.Attr_Sp:
- {
- mAttr_Sp = value;
- }
- break;
- case ActorData.Attr_Attack:
- {
- mAttr_Attack = value;
- }
- break;
- case ActorData.Attr_MagicAttack:
- {
- mAttr_MagicAttack = value;
- }
- break;
- case ActorData.Attr_Defense:
- {
- mAttr_Defense = value;
- }
- break;
- case ActorData.Attr_MagicDefense:
- {
- mAttr_MagicDefense = value;
- }
- break;
- case ActorData.Attr_Hit:
- {
- mAttr_Hit = value;
- }
- break;
- case ActorData.Attr_Crit:
- {
- mAttr_Crit = value;
- }
- break;
- case ActorData.Attr_Dodge:
- {
- mAttr_Dodge = value;
- }
- break;
- case ActorData.Attr_Ten:
- {
- mAttr_Ten = value;
- }
- break;
- case ActorData.Attr_AttackSpeed:
- {
- mAttr_AttackSpeed = value;
- }
- break;
- case ActorData.Attr_CastAcceleration:
- {
- mAttr_CastAcceleration = value;
- }
- break;
- case ActorData.Attr_GodPow:
- {
- mAttr_GodPow = value;
- }
- break;
- default:
- break;
- }
- }
- public static List<int> AttKeys = new List<int>()
- {
- ActorData.Attr_Life , // 生命 [二级]
- ActorData.Attr_Sp , //蓝量 [二级]
- ActorData.Attr_Attack , //物攻 [二级]
- ActorData.Attr_MagicAttack , //魔攻 [二级]
- ActorData.Attr_Defense, //物防 [二级]
- ActorData.Attr_MagicDefense, //魔防 [二级]
- ActorData.Attr_Hit, //命中 [二级]
- ActorData.Attr_Dodge, //闪避 [二级]
- ActorData.Attr_Crit , //暴击 [二级]
- ActorData.Attr_Ten , //韧性 [二级]
- ActorData.Attr_AttackSpeed , //攻速
- ActorData.Attr_CastAcceleration, //施法加速
- ActorData.Attr_GodPow , //神威
- -156,
- };
- }
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