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