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; } }