斩/打属性区分 打属性命中特效
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@ -1,33 +1,25 @@
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using System;
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using Game;
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using UnityEngine;
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using UnityEngine.Playables;
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[Serializable]
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public class AttackBehaviour : PlayableBehaviour
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{
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[Rename("使用射线检测")]
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public bool isRaycast;
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[Rename("中心点")]
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public Vector3 center;
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[Rename("半大小")]
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public Vector3 halfExtents;
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[Rename("击飞方向")]
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public Vector3 flowSpeed;
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[Rename("击飞持续时间")]
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public float flowTime;
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[Rename("可以从地面击飞")]
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public bool isFlow;
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[Rename("伤害修正")]
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public float damageRate;
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[Rename("眩晕修正")]
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public float stunRate;
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[Rename("硬直等级")]
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public int staggerLevel = 2;
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[Rename("卡帧时间")]
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public float pauseTime;
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[Rename("命中id")]
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public int hitId;//同一hitId视为一段伤害
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[Rename("使用射线检测")] public bool isRaycast;
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[Rename("中心点")] public Vector3 center;
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[Rename("半大小")] public Vector3 halfExtents;
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[Rename("击飞方向")] public Vector3 flowSpeed;
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[Rename("击飞持续时间")] public float flowTime;
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[Rename("可以从地面击飞")] public bool isFlow;
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[Rename("伤害修正")] public float damageRate;
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[Rename("眩晕修正")] public float stunRate;
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[Rename("硬直等级")] public int staggerLevel = 2;
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[Rename("卡帧时间")] public float pauseTime;
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[Rename("命中id")] public int hitId; //同一hitId视为一段伤害
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[Rename("伤害类型")] public EHitType hitType;
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public override void OnPlayableCreate(Playable playable)
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{
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}
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}
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}
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