using Cal;
using System;
using System.Collections.Generic;
namespace ET
{
public struct BallisticData
{
public float value;
public bool isCrit;
public void ChangeValue(float value)
{
this.value = value;
}
public void ChangeCrit(bool value)
{
isCrit = value;
}
public override string ToString()
{
return $"value:{value:f2} isCrit:{isCrit}";
}
public static BallisticData operator +(BallisticData a, BallisticData b)
{
return new BallisticData
{
value = a.value + b.value,
isCrit = a.isCrit || b.isCrit
};
}
}
public class AttackComponent : Entity
{
///
/// 伤害倍数
///
public float multipleDamageX10000 = 1;
///
/// 释放次数
///
public int playAmount = 1;
public BallisticData attackData;
///
/// 攻击者
///
public Unit attacker;
public bool isFirstAtk;
}
}