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

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2023-01-03 18:32:48 +08:00
using System;
using UnityEngine;
namespace Game
{
//<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 long vcoin;//Ԫ<><D4AA>
public long silverCoin;//<2F><><EFBFBD><EFBFBD>
public void Init()
{
gold = 0;
vcoin = 0;
silverCoin = 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 int FireRes; //<2F><><EFBFBD><EFBFBD><E6BFB9>
public int IceRes; //<2F><>˪<EFBFBD><CBAA><EFBFBD><EFBFBD>
public int FlashRes; //<2F><><EFBFBD><EFBFBD><E7BFB9>
public int PoisonRes; //<2F><><EFBFBD>ؿ<EFBFBD><D8BF><EFBFBD>
public int FirePAtk; //<2F><>ϵ<EFBFBD>
public int IcePAtk; //<2F><>ϵ<EFBFBD>
public int FlashPAtk; //<2F><>ϵ<EFBFBD>
public int PoisonPAtk; //<2F><>ϵ<EFBFBD>
public int FireMAtkMin; //<2F><>С<EFBFBD><D0A1>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
public int FireMAtkMax; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
public int IceMAtkMin; //<2F><>С<EFBFBD><D0A1>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
public int IceMAtkMax; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
public int FlashMAtkMin; //<2F><>С<EFBFBD><D0A1>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
public int FlashMAtkMax; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
public int PoisonMAtkMin; //<2F><>С<EFBFBD><D0A1>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
public int PoisonMAtkMax; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
public void Init()
{
pAtkMin = 0;
pAtkMax = 0;
PDef = 0;
Hit = 0;
Dodge = 0;
CritRate = 0;
Speed = 0;
StiffnessRes = 0;
FireRes = 0;
IceRes = 0;
FlashRes = 0;
PoisonRes = 0;
FirePAtk = 0;
IcePAtk = 0;
FlashPAtk = 0;
PoisonPAtk = 0;
FireMAtkMin = 0;
FireMAtkMax = 0;
IceMAtkMin = 0;
IceMAtkMax = 0;
FlashMAtkMin = 0;
FlashMAtkMax = 0;
PoisonMAtkMin = 0;
PoisonMAtkMax = 0;
}
}
//<2F><EFBFBD><E7BDBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public class S_ROLE_SOCIALATTR
{
public uint headId;
public uint headFrameId;
public uint title;
public int reputation;//<2F><><EFBFBD><EFBFBD>
public int activation;//<2F><>Ծ<EFBFBD><D4BE>
public uint crimeValue;//<2F><><EFBFBD><EFBFBD>ֵ
public int vitality;// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>TODO<44><4F>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E7BDBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFA3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public void Init()
{
headId = 0;
headFrameId = 0;
title = 0;
reputation = 0;
activation = 0;
crimeValue = 0;
vitality = 0;
}
}
public class S_ROLE_TEMP_Skill
{
public int scriptindex;//<2F><><EFBFBD>ܽű<DCBD>
public float time_temp;//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȴʱ<C8B4><CAB1>
//public SkillConfig script_skill;//<2F><><EFBFBD>ܽű<DCBD>
//public Skill_LevelConfig script_level;//<2F><><EFBFBD>ܵȼ<DCB5><C8BC>ű<EFBFBD>
public void Init()
{
scriptindex = 0;
time_temp = 0;
//script_skill = null;
//script_level = null;
}
};
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public class S_LOCK_DATA
{
public byte lock_state;
public byte lock_skillindex;
public int lock_skillid;
public byte lock_type;
public int lock_index;
public Vector3 lock_targetpos;
public int lock_distance;
public void Init()
{
lock_state = 0;
lock_skillid = -1;
lock_skillindex = 0;
lock_type = 0;
lock_index = -1;
lock_targetpos.x = 0;
lock_targetpos.y = 0;
lock_targetpos.z = 0;
lock_distance = 0;
}
}
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
public class S_ROLE_TEMP
{
public float heartTime;
public float skill_PublicTime;
public S_LOCK_DATA lockData;//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public S_ROLE_TEMP_Skill[] skill;
public S_ROLE_TEMP()
{
lockData = new S_LOCK_DATA();
skill = new S_ROLE_TEMP_Skill[ConstClass.MAXSKILLCOUNT];
for (int i = 0; i < ConstClass.MAXSKILLCOUNT; i++)
skill[i] = new S_ROLE_TEMP_Skill();
}
public void Init()
{
heartTime = 0;
skill_PublicTime = 0;
}
public void UpdateHeartTime()
{
heartTime = Time.time;
}
}
public class S_ROLE_SKILLHUB
{
public void Init()
{
attributePoint = 0;
skillPoint = 0;
talentPoint = 0;
}
public uint attributePoint; //ʣ<><CAA3><EFBFBD><EFBFBD><EFBFBD>Ե<EFBFBD>
public uint skillPoint; //ʣ<><EFBFBD>ܵ<EFBFBD>
public uint talentPoint; //<2F><>ǰ<EFBFBD><EFBFBD><ECB8B3>
}
public class S_ROLE_SKILL
{
public int id;
public int level;
public int index;
public int shortcut;
public void Init()
{
id = 0;
level = 0;
index = 0;
shortcut = 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;
}
}
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
public class S_ROLE_SELF : S_ROLE_BASE
{
public S_ROLE_ECON econ;//<2F><><EFBFBD><EFBFBD>
public S_ROLE_SKILL[] skill;
public S_ROLE_SKILLHUB skillhub;//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public MainPlayerDataSet myDataSet => (MainPlayerDataSet)this.dataSet;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ
public MyView myView;
public S_ROLE_MOVE move;
public S_ROLE_SELF()
{
move = new S_ROLE_MOVE();
econ = new S_ROLE_ECON();
skill = new S_ROLE_SKILL[ConstClass.MAXSKILLCOUNT];
skillhub = new S_ROLE_SKILLHUB();
for (int i = 0; i < ConstClass.MAXSKILLCOUNT; i++)
{
skill[i] = new S_ROLE_SKILL();
}
}
override public void Init()
{
base.Init();
exp.Init();
move.Init();
econ.Init();
skillhub.Init();
for (int i = 0; i < ConstClass.MAXSKILLCOUNT; i++) skill[i].Init();
}
}
}