346 lines
8.3 KiB
C#
346 lines
8.3 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 long vcoin;//Ԫ<><D4AA>
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public long silverCoin;//<2F><><EFBFBD><EFBFBD>
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public void Init()
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{
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gold = 0;
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vcoin = 0;
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silverCoin = 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 int 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 = 0;
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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 int FireRes; //<2F><><EFBFBD>濹<EFBFBD><E6BFB9>
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public int IceRes; //<2F><>˪<EFBFBD><CBAA><EFBFBD><EFBFBD>
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public int FlashRes; //<2F><><EFBFBD>翹<EFBFBD><E7BFB9>
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public int PoisonRes; //<2F><><EFBFBD>ؿ<EFBFBD><D8BF><EFBFBD>
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public int FirePAtk; //<2F><>ϵ<EFBFBD>﹥
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public int IcePAtk; //<2F><>ϵ<EFBFBD>﹥
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public int FlashPAtk; //<2F><>ϵ<EFBFBD>﹥
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public int PoisonPAtk; //<2F><>ϵ<EFBFBD>﹥
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public int FireMAtkMin; //<2F><>С<EFBFBD><D0A1>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
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public int FireMAtkMax; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
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public int IceMAtkMin; //<2F><>С<EFBFBD><D0A1>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
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public int IceMAtkMax; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
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public int FlashMAtkMin; //<2F><>С<EFBFBD><D0A1>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
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public int FlashMAtkMax; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
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public int PoisonMAtkMin; //<2F><>С<EFBFBD><D0A1>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>
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public int PoisonMAtkMax; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><CFB5><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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FireRes = 0;
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IceRes = 0;
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FlashRes = 0;
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PoisonRes = 0;
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FirePAtk = 0;
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IcePAtk = 0;
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FlashPAtk = 0;
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PoisonPAtk = 0;
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FireMAtkMin = 0;
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FireMAtkMax = 0;
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IceMAtkMin = 0;
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IceMAtkMax = 0;
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FlashMAtkMin = 0;
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FlashMAtkMax = 0;
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PoisonMAtkMin = 0;
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PoisonMAtkMax = 0;
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}
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}
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//<2F>罻<EFBFBD><E7BDBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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public class S_ROLE_SOCIALATTR
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{
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public uint headId;
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public uint headFrameId;
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public uint title;
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public int reputation;//<2F><><EFBFBD><EFBFBD>
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public int activation;//<2F><>Ծ<EFBFBD><D4BE>
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public uint crimeValue;//<2F><><EFBFBD><EFBFBD>ֵ
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public int vitality;// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>TODO<44><4F>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>罻<EFBFBD><E7BDBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFA3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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public void Init()
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{
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headId = 0;
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headFrameId = 0;
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title = 0;
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reputation = 0;
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activation = 0;
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crimeValue = 0;
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vitality = 0;
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}
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}
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public class S_ROLE_TEMP_Skill
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{
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public int scriptindex;//<2F><><EFBFBD>ܽű<DCBD>
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public float time_temp;//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȴʱ<C8B4><CAB1>
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//public SkillConfig script_skill;//<2F><><EFBFBD>ܽű<DCBD>
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//public Skill_LevelConfig script_level;//<2F><><EFBFBD>ܵȼ<DCB5><C8BC>ű<EFBFBD>
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public void Init()
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{
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scriptindex = 0;
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time_temp = 0;
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//script_skill = null;
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//script_level = null;
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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_skillindex;
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public int lock_skillid;
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public byte lock_type;
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public int lock_index;
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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_skillid = -1;
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lock_skillindex = 0;
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lock_type = 0;
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lock_index = -1;
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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><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
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public class S_ROLE_TEMP
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{
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public float heartTime;
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public float skill_PublicTime;
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public S_LOCK_DATA lockData;//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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public S_ROLE_TEMP_Skill[] skill;
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public S_ROLE_TEMP()
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{
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lockData = new S_LOCK_DATA();
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skill = new S_ROLE_TEMP_Skill[ConstClass.MAXSKILLCOUNT];
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for (int i = 0; i < ConstClass.MAXSKILLCOUNT; i++)
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skill[i] = new S_ROLE_TEMP_Skill();
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}
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public void Init()
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{
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heartTime = 0;
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skill_PublicTime = 0;
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}
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public void UpdateHeartTime()
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{
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heartTime = Time.time;
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}
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}
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public class S_ROLE_SKILLHUB
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{
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public void Init()
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{
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attributePoint = 0;
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skillPoint = 0;
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talentPoint = 0;
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}
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public uint attributePoint; //ʣ<><CAA3><EFBFBD><EFBFBD><EFBFBD>Ե<EFBFBD>
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public uint skillPoint; //ʣ<>༼<EFBFBD>ܵ<EFBFBD>
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public uint talentPoint; //<2F><>ǰ<EFBFBD>츳<EFBFBD><ECB8B3>
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}
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public class S_ROLE_SKILL
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{
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public int id;
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public int level;
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public int index;
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public int shortcut;
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public void Init()
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{
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id = 0;
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level = 0;
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index = 0;
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shortcut = 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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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
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public class S_ROLE_SELF : S_ROLE_BASE
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{
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public S_ROLE_ECON econ;//<2F><><EFBFBD><EFBFBD>
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public S_ROLE_SKILL[] skill;
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public S_ROLE_SKILLHUB skillhub;//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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public MainPlayerDataSet myDataSet => (MainPlayerDataSet)this.dataSet;
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ
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public MyView myView;
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public S_ROLE_MOVE move;
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public S_ROLE_SELF()
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{
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move = new S_ROLE_MOVE();
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econ = new S_ROLE_ECON();
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skill = new S_ROLE_SKILL[ConstClass.MAXSKILLCOUNT];
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skillhub = new S_ROLE_SKILLHUB();
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for (int i = 0; i < ConstClass.MAXSKILLCOUNT; i++)
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{
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skill[i] = new S_ROLE_SKILL();
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}
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}
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override public void Init()
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{
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base.Init();
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exp.Init();
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move.Init();
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econ.Init();
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skillhub.Init();
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for (int i = 0; i < ConstClass.MAXSKILLCOUNT; i++) skill[i].Init();
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}
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}
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}
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