unity开发 游戏角色技能系统
日期: 2020-12-07 分类: 跨站数据测试 371次阅读
下面展示 游戏角色技能系统
。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MR_LBS.Client.Unity3D
{
public enum SkillType : int
{
Unknown,
Attack,
Defense
}
public class Skill
{
string name;
int damage;
int level;
float coldTime;
double skillTime;
float coldPassedTime;
Inventory inventory;
int judgeCode;//施法目标(敌人,自身)
string judgeInfo;
int typeCode;//作用范围、攻击目标(地面军队、建筑等)
string typeInfo;
string info;//技能描述(必中、预判等)
double shootRange;//攻击距离
int times;//单位个数(如黑龙A技能,单位为3)
double effectScope;//伤害范围
float actTime;//动画播放时间
List<JsonClass.BuffBean> buffBean;
List<JsonClass.AttackTargetBean> attackTarget;
/// <summary>
/// 默认构造函数要将伤害变为0
/// 9.10 老段新加
/// </summary>
public Skill()
{
damage = 0;
level = 0;
}
public Skill(Skill skill)
{
Name = skill.Name;
ActTime = skill.ActTime;
SkillTime = skill.SkillTime;
ShootRange = skill.ShootRange;
Damage = skill.Damage;
Level = skill.Level;
TypeCode = skill.TypeCode;
EffectScope = skill.EffectScope;
}
public string Name
{
get
{
return name;
}
set
{
name = value;
}
}
public float ColdPassedTime
{
get
{
return coldPassedTime;
}
set
{
coldPassedTime = value;
}
}
/// <summary>
/// 技能的释放者
/// </summary>
public GameObject Owner;
public Inventory Inventory
{
get
{
return inventory;
}
set
{
inventory = value;
}
}
public float ColdTime
{
get
{
return coldTime;
}
set
{
coldTime = value;
}
}
/// <summary>
/// 是否会被反弹
/// </summary>
public bool bounce = true;
public int Level
{
get
{
return level;
}
set
{
level = value;
}
}
public int Damage
{
get
{
return damage;
}
set
{
damage = value;
}
}
public int JudgeCode { get => judgeCode; set => judgeCode = value; }
public string JudgeInfo { get => judgeInfo; set => judgeInfo = value; }
public int TypeCode { get => typeCode; set => typeCode = value; }
public string TypeInfo { get => typeInfo; set => typeInfo = value; }
public string Info { get => info; set => info = value; }
public double ShootRange { get => shootRange; set => shootRange = value; }
public int Times { get => times; set => times = value; }
public double EffectScope { get => effectScope; set => effectScope = value; }
public List<JsonClass.BuffBean> BuffBean { get => buffBean; set => buffBean = value; }
public float ActTime { get => actTime; set => actTime = value; }
public double SkillTime { get => skillTime; set => skillTime = value; }
public List<JsonClass.AttackTargetBean> AttackTarget { get => attackTarget; set => attackTarget = value; }
}
}
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