2025-02-17 18:00:01 +08:00
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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2025-02-12 17:53:59 +08:00
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namespace Game
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{
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2025-02-17 18:00:01 +08:00
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// public enum BuffType
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// {
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// Buff,
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// DeBuff,
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// // None,
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// // 加血,
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// // 加蓝,
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// // 加攻击力,
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// // 加防御力,
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// // 加攻击速度,
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// // 加回蓝速度,
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// // 加回血速度,
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// }
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//
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// [System.Serializable]
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// public class BuffConfig
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// {
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// /// <summary>
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// /// Buff ID
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// /// </summary>
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// public int BuffId;
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//
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// /// <summary>
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// /// Buff名字
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// /// </summary>
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// public string BuffName;
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//
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// /// <summary>
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// /// Buff类型
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// /// </summary>
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// public BuffType BuffType;
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//
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// /// <summary>
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// /// 持续时间
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// /// </summary>
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// public float Duration;
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//
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// /// <summary>
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// /// 每次Tick造成5点伤害
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// /// </summary>
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// public float DamagePerTick = 5;
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//
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// /// <summary>
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// /// 每1秒Tick一次
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// /// </summary>
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// public float TickInterval = 1;
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//
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// /// <summary>
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// /// 最大层数
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// /// </summary>
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// public int MaxLayerNumber = 1;
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// }
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[System.Serializable]
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public class BuffConfig
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{
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2025-02-17 18:00:01 +08:00
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[LabelText("Buff的名称")] public string Name; // Buff的名称,例如"战士"、"游侠"等
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[LabelText("Buff的描述")] public string Description; // Buff的描述
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[LabelText("Buff带来的效果(可以是多个效果)")] public List<BuffEffect> Effects; // Buff带来的效果(可以是多个效果)
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}
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2025-02-14 17:55:40 +08:00
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[System.Serializable]
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public class BuffEffect
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{
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2025-02-17 18:00:01 +08:00
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[LabelText("效果类型")] public BuffEffectType EffectType; // 增加攻击力、增加生命值等
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[LabelText("效果值,可以是百分比或固定数值")] public float Value; // 效果值,可以是百分比或固定数值
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[LabelText("是否是百分比增益")] public bool IsPercentage; // 是否是百分比增益
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public BuffEffect(BuffEffectType effectType, float value, bool isPercentage)
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{
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EffectType = effectType;
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Value = value;
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IsPercentage = isPercentage;
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}
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}
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2025-02-12 17:53:59 +08:00
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2025-02-17 18:00:01 +08:00
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public enum BuffEffectType
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{
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[LabelText("增加攻击力")] AttackDamage = 0, // 增加攻击力
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[LabelText("增加护甲")] Armor, // 增加护甲
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[LabelText("增加魔抗")] MagicResist, // 增加魔抗
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[LabelText("增加生命值")] Health, // 增加生命值
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[LabelText("增加攻击速度")] AttackSpeed, // 增加攻击速度
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[LabelText("增加法术强度")] AbilityPower, // 增加法术强度
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[LabelText("增加暴击几率")] CritChance, // 增加暴击几率
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[LabelText("吸血效果")] Lifesteal, // 吸血效果
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[LabelText("法力恢复")] ManaRegen // 法力恢复
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}
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}
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