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

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2023-01-03 18:32:48 +08:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Game.HotFix
{
//<2F><><EFBFBD>ҽ<EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
public class S_ROLE_BASE
{
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public S_ACCOUNT_BASE mem;//<2F>˺<EFBFBD><CBBA><EFBFBD>Ϣ
public S_ROLE_INNATE innate;//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public S_ROLE_STATUS status;//״̬
public S_ROLE_LIFE life;//<2F><><EFBFBD><EFBFBD>
public S_ROLE_EXP exp;//<2F><><EFBFBD><EFBFBD>
public S_ROLE_BATTLEATTR_1ST battleattr1st;//1<><31>ս<EFBFBD><D5BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public S_ROLE_BATTLEATTR battleattr;
public S_ROLE_SOCIALATTR socialattr;//<2F><EFBFBD><E7BDBB><EFBFBD><EFBFBD>
public S_ROLE_TEMP tmp;//<2F><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
public S_ROLE_BOARDCAST bc;//<2F><><EFBFBD>ҹ㲥<D2B9><E3B2A5><EFBFBD><EFBFBD>
public S_ROLE_EQUIPMENT equi;//װ<><D7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
//<2F><><EFBFBD><EFBFBD>BUFF
public BuffData buff;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ
public UserView userview;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1>һ<EFBFBD><D2BB>ͨ<EFBFBD>õ<EFBFBD>View
public CharacterView characterview;
public PetMgr petMgr;
/// <summary>
/// <20><><EFBFBD>ݴ<EFBFBD><DDB4><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public ICharData dataSet;
public bool isEntryWorld;
public BackpackData Backpack;
public S_ROLE_BASE()
{
mem = new S_ACCOUNT_BASE();
innate = new S_ROLE_INNATE();
status = new S_ROLE_STATUS();
life = new S_ROLE_LIFE();
exp = new S_ROLE_EXP();
battleattr1st = new S_ROLE_BATTLEATTR_1ST();
battleattr = new S_ROLE_BATTLEATTR();
socialattr = new S_ROLE_SOCIALATTR();
equi = new S_ROLE_EQUIPMENT();
tmp = new S_ROLE_TEMP();
bc = new S_ROLE_BOARDCAST();
buff = new BuffData();
isEntryWorld = false;
Backpack = new BackpackData();
petMgr = new PetMgr();
}
virtual public void Init()
{
mem.Init();
status.Init();
life.Init();
exp.Init();
tmp.Init();
bc.Init();
buff.Init();
battleattr1st.Init();
socialattr.Init();
equi.Init();
userview = null;
Backpack.Init();
petMgr.Init();
}
}
}