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@@ -27,14 +27,19 @@
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{
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/** 技能id **/
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public int id { get; set; }
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+
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/** 技能等级 **/
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public int level { get; set; }
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+
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/** 斩妖特殊含义: 冷却时间减少,触发几率增加,持续时间增加 **/
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public int[] talentLevel = new int[3];
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+
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/** 技能类型 **/
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public int type { get; set; }
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+
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/** 技能到期时间戳 **/
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public long skillTime { get; set; }
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+
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/** 技能cd变更,万分比 **/
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public int cdTime { get; set; }
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@@ -48,10 +53,13 @@
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{
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/** 技能id **/
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public int id { get; set; }
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+
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/** 技能等级 **/
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public int level { get; set; }
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+
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/** 是否已解锁 */
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public bool unlock { get; set; }
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+
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/** 技能到期时间戳 **/
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public long skillTime { get; set; }
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@@ -64,52 +72,127 @@
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}
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/** 是否已解锁 */
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- public bool isUnlock() {
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+ public bool isUnlock()
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+ {
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return this.unlock;
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}
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}
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+ /// <summary>
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+ /// 场景数据
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+ /// </summary>
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+ public class AreaData
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+ {
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+ public MapConfig prop { get; set; }
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+ public int areaId { get; set; }
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+ public long instanceId { get; set; }
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+ public float targetX { get; set; }
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+ public float targetY { get; set; }
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+ public int logicServerId { get; set; }
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+ public ENTER_TYPE enterType = ENTER_TYPE.NONE;
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+
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+ public AreaData(int areaId)
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+ {
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+ this.prop = MapConfigCategory.Instance.Get(areaId);
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+ this.areaId = areaId;
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+ }
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+
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+ public AreaData(MapConfig prop)
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+ {
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+ this.areaId = prop.Id;
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+ this.prop = prop;
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+ }
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+
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+ public AreaData(int areaId, long instanceId)
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+ {
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+ this.prop = MapConfigCategory.Instance.Get(areaId);
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+ this.areaId = areaId;
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+ this.instanceId = instanceId;
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+ }
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+
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+ public AreaData(int areaId, float targetX, float targetY)
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+ {
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+ this.prop = MapConfigCategory.Instance.Get(areaId);
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+ this.areaId = areaId;
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+ this.targetX = targetX;
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+ this.targetY = targetY;
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+ }
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+
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+ public AreaData(int areaId, float targetX, float targetY, ENTER_TYPE enterType)
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+ {
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+ this.prop = MapConfigCategory.Instance.Get(areaId);
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+ this.areaId = areaId;
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+ this.targetX = targetX;
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+ this.targetY = targetY;
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+ this.enterType = enterType;
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+ }
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+
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+ public AreaData(int areaId, long instanceId, ENTER_TYPE enterType)
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+ {
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+ this.prop = MapConfigCategory.Instance.Get(areaId);
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+ this.areaId = areaId;
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+ this.instanceId = instanceId;
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+ this.enterType = enterType;
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+ }
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+ }
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+
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/// <summary>
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/// 怪物单位数据
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/// </summary>
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public class MonsterUnit
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{
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/** 怪物名字 **/
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- public string name{ get; set; }
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+ public string name { get; set; }
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+
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/** 怪物模板ID **/
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- public int id{ get; set; }
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+ public int id { get; set; }
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+
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/** 阵营信息 **/
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- public int force{ get; set; }
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+ public int force { get; set; }
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+
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/** 刷新点名字,为空才去读x, y **/
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- public string flag{ get; set; }
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+ public string flag { get; set; }
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+
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+ public bool autoGuard { get; set; }
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- public bool autoGuard{ get; set; }
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/** 同一个Area是否只能同时有一个怪存在 **/
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public bool unique = false;
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+
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/** 坐标x **/
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- public int x{ get; set; }
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+ public int x { get; set; }
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+
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/** 坐标y **/
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- public int y{ get; set; }
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+ public int y { get; set; }
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+
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/** 是否是任务 共享怪 **/
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- public int shareType{ get; set; }
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+ public int shareType { get; set; }
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+
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/** 动态怪物等级,战斗服根据此计算怪物的动态数值 **/
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- public int level{ get; set; }
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+ public int level { get; set; }
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+
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/** 初始朝向 **/
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- public float birthDirection{ get; set; }
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+ public float birthDirection { get; set; }
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+
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/** 服务器标记字段,怪物死亡时,会回传回来 **/
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- public int gsFlag{ get; set; }
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+ public int gsFlag { get; set; }
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+
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/** 指定血量 **/
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- public int hp{ get; set; }
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- public int maxHP{ get; set; }
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+ public int hp { get; set; }
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+
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+ public int maxHP { get; set; }
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+
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/** 指定追击玩家id(必须是无限追击怪才会联动生效) **/
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- public string attackPlayer{ get; set; }
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+ public string attackPlayer { get; set; }
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+
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/** 创建护卫怪,主人ObjectId(主人脱战或者死亡消失) **/
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- public int masterID{ get; set; }
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+ public int masterID { get; set; }
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- public MonsterUnit() {
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+ public MonsterUnit()
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+ {
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}
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- public MonsterUnit(int monsterID, int force, bool unique, int x, int y) {
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+ public MonsterUnit(int monsterID, int force, bool unique, int x, int y)
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+ {
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this.id = monsterID;
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this.force = force;
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this.unique = unique;
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@@ -117,14 +200,16 @@
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this.y = y;
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}
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- public MonsterUnit(int monsterID, string refrushEvent, bool unique, int force) {
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+ public MonsterUnit(int monsterID, string refrushEvent, bool unique, int force)
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+ {
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this.id = monsterID;
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this.force = force;
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this.unique = unique;
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this.flag = refrushEvent;
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}
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- public MonsterUnit(int monsterID, string refrushEvent, bool unique, int force, float birthDirection) {
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+ public MonsterUnit(int monsterID, string refrushEvent, bool unique, int force, float birthDirection)
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+ {
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this.id = monsterID;
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this.force = force;
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this.unique = unique;
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@@ -140,14 +225,19 @@
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{
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public uint ID { get; set; }
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public string PlayerUUID { get; set; }
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+
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/** 模板id **/
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public int TemplateId { get; set; }
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+
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/** 单位名称 **/
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public string Name { get; set; }
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+
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/** 阵营 **/
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public int Force { get; set; }
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+
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/** 对所有单位输出的总伤害 **/
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public int TotalDamage { get; set; }
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+
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/** 对所有单位输出的总治疗量 **/
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public int TotalHealing { get; set; }
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@@ -161,5 +251,39 @@
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this.TotalDamage = totalDamage;
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}
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}
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+
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+ /// <summary>
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+ /// 玩家单位复活数据
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+ /// </summary>
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+ public class UnitPlayerReliveData
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+ {
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+ /** 复活场景 **/
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+ public Map Map { get; set; }
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+
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+ /** 复活单位模板id **/
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+ public int ID { get; set; }
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+
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+ /** 复活时间 **/
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+ public long ReliveTime { get; set; }
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+
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+ /** 复活位置x **/
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+ public int x { get; set; }
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+
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+ /** 复活位置y **/
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+ public int y { get; set; }
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+
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+ public UnitPlayerReliveData()
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+ {
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+ }
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+
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+ public UnitPlayerReliveData(Map map, int id, long time, int x, int y)
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+ {
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+ this.Map = map;
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+ this.ID = id;
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+ this.ReliveTime = time;
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+ this.x = x;
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+ this.y = y;
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+ }
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+ }
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}
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}
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