AkiraPixelWind/Assets/Scripts/Main/Definition/DataStruct/Role/RoleData.cs

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using System;
using UnityEngine;
namespace Game
{
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
public class S_ROLE_SELF : S_ROLE_DATA_BASE
{
public S_ROLE_ECON econ;//<2F><><EFBFBD><EFBFBD>
public S_ROLE_MOVE move;
public S_ROLE_SELF(int RoleID)
{
RoleType = E_NODE_TYPE.N_MAINPLAYER;
move = new S_ROLE_MOVE();
econ = new S_ROLE_ECON();
}
override public void Init()
{
base.Init();
exp.Init();
move.Init();
econ.Init();
}
}
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//<2F><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
public class S_ROLE_EXP
{
public int level;//<2F>ȼ<EFBFBD>
public int exp;//<2F><><EFBFBD><EFBFBD>
public void Init()
{
level = 0;
exp = 0;
}
}
//<2F><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
public class S_ROLE_ECON
{
public long gold;//<2F><><EFBFBD><EFBFBD>
public void Init()
{
gold = 0;
}
}
//<2F><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
public class S_ROLE_LIFE
{
public int curHP;
public int curMP;
public int maxHP;
public int maxMP;
public void Init()
{
curHP = 0;
curMP = 0;
maxHP = 0;
maxMP = 0;
}
}
//<2F><>ɫ״̬<D7B4><CCAC>Ϣ
public class S_ROLE_STATUS
{
public int state;//״̬
public int face;//<2F><><EFBFBD><EFBFBD>
public int mapid;//<2F><>ͼID
public Vector3 rot;//<2F><>ת
public Vector3 pos;
public Vector3 targetpos;//Ŀ<><C4BF>λ<EFBFBD><CEBB>
public void Init()
{
state = 0;
face = 0;
mapid = 0;
pos.x = 0;
pos.y = 0;
pos.z = 0;
targetpos.x = 0;
targetpos.y = 0;
targetpos.z = 0;
rot.x = 0; rot.y = 0; rot.z = 0;
}
}
//<2F><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD>
public class S_ROLE_INNATE
{
public Int64 roleid;//<2F><>ɫid
public int job;//ְҵ
public int sex;//<2F>Ա<EFBFBD>
public string nick;//<2F>dz<EFBFBD>
public void Init()
{
roleid = 0;
job = 0;
sex = 0;
nick = "";
}
}
//1<><31>ս<EFBFBD><D5BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public class S_ROLE_BATTLEATTR_1ST
{
public uint Strength;//<2F><><EFBFBD><EFBFBD>
public uint Agility;//<2F><><EFBFBD><EFBFBD>
public uint Intellect;//<2F><><EFBFBD><EFBFBD>
public uint Constitution;//<2F><><EFBFBD><EFBFBD>
public void Init()
{
Strength = 0;
Agility = 0;
Intellect = 0;
Constitution = 0;
}
}
//ս<><D5BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public class S_ROLE_BATTLEATTR
{
public int pAtkMin; //<2F><>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public int pAtkMax; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public int PDef; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public int Hit; //<2F><><EFBFBD><EFBFBD>ֵ
public int Dodge; //<2F><><EFBFBD><EFBFBD>ֵ
public int CritRate; //<2F><><EFBFBD><EFBFBD><EFBFBD>ʣ<EFBFBD><CAA3>ٷֱȣ<D6B1>
public int Speed; //<2F>ƶ<EFBFBD><C6B6>ٶ<EFBFBD>
public int StiffnessRes; //<2F><>ֱ<EFBFBD><D6B1><EFBFBD><EFBFBD>
public void Init()
{
pAtkMin = 0;
pAtkMax = 0;
PDef = 0;
Hit = 0;
Dodge = 0;
CritRate = 0;
Speed = 0;
StiffnessRes = 0;
}
}
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public class S_LOCK_DATA
{
public byte lock_state;
public byte lock_type;
public Vector3 lock_targetpos;
public int lock_distance;
public void Init()
{
lock_state = 0;
lock_type = 0;
lock_targetpos.x = 0;
lock_targetpos.y = 0;
lock_targetpos.z = 0;
lock_distance = 0;
}
}
//<2F>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public class S_ROLE_MOVE
{
public int state;//״̬
public int oldstate;//<2F><>ʷ״̬
public float speed;//<2F>ٶ<EFBFBD>
public float face;//<2F><><EFBFBD><EFBFBD> = y<><79>
public Vector3 pos;//<2F><><EFBFBD><EFBFBD>
public float syncTime;//ͬ<><CDAC>ʱ<EFBFBD><CAB1>
public void Init()
{
state = 0;
oldstate = 0;
speed = 0;
face = 0;
syncTime = 0;
pos.x = 0; pos.y = 0; pos.z = 0;
}
}
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}