123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241 |
- namespace ET.Server
- {
- /// <summary>
- /// 游戏服数据结构
- /// </summary>
- public class Struct
- {
- /// <summary>
- /// 数据结构 int_int
- /// </summary>
- public class IntIntData
- {
- public int value1 { get; set; }
- public int value2 { get; set; }
- public IntIntData(int value1, int value2)
- {
- this.value1 = value1;
- this.value2 = value2;
- }
- }
- /// <summary>
- /// 玩家技能数据
- /// </summary>
- public class SkillInfo
- {
- /** 技能id **/
- public int id { get; set; }
- /** 技能等级 **/
- public int level { get; set; }
- /** 斩妖特殊含义: 冷却时间减少,触发几率增加,持续时间增加 **/
- public int[] talentLevel = new int[3];
- /** 技能类型 **/
- public int type { get; set; }
- /** 技能到期时间戳 **/
- public long skillTime { get; set; }
- /** 技能cd变更,万分比 **/
- public int cdTime { get; set; }
- public int flag { get; set; }
- [StaticField]
- public bool autoLaunch = false;
- }
- /// <summary>
- /// 玩家技能存储数据
- /// </summary>
- public class PlayerSkillBaseData
- {
- /** 技能id **/
- public int id { get; set; }
- /** 技能等级 **/
- public int level { get; set; }
- /** 是否已解锁 */
- public bool unlock { get; set; }
- /** 技能到期时间戳 **/
- public long skillTime { get; set; }
- public PlayerSkillBaseData(int skillId, int level, bool unlock, long skillTime)
- {
- this.id = skillId;
- this.level = level;
- this.unlock = unlock;
- this.skillTime = skillTime;
- }
- }
- /// <summary>
- /// 场景数据
- /// </summary>
- public class AreaData
- {
- public MapConfig prop { get; set; }
- public int areaId { get; set; }
- public long instanceId { get; set; }
- public float targetX { get; set; }
- public float targetY { get; set; }
- public int logicServerId { get; set; }
- public ENTER_TYPE enterType = ENTER_TYPE.NONE;
- public AreaData(int areaId)
- {
- this.prop = MapConfigCategory.Instance.Get(areaId);
- this.areaId = areaId;
- }
- public AreaData(MapConfig prop)
- {
- this.areaId = prop.Id;
- this.prop = prop;
- }
- public AreaData(int areaId, long instanceId)
- {
- this.prop = MapConfigCategory.Instance.Get(areaId);
- this.areaId = areaId;
- this.instanceId = instanceId;
- }
- public AreaData(int areaId, float targetX, float targetY)
- {
- this.prop = MapConfigCategory.Instance.Get(areaId);
- this.areaId = areaId;
- this.targetX = targetX;
- this.targetY = targetY;
- }
- public AreaData(int areaId, float targetX, float targetY, ENTER_TYPE enterType)
- {
- this.prop = MapConfigCategory.Instance.Get(areaId);
- this.areaId = areaId;
- this.targetX = targetX;
- this.targetY = targetY;
- this.enterType = enterType;
- }
- public AreaData(int areaId, long instanceId, ENTER_TYPE enterType)
- {
- this.prop = MapConfigCategory.Instance.Get(areaId);
- this.areaId = areaId;
- this.instanceId = instanceId;
- this.enterType = enterType;
- }
- }
- /// <summary>
- /// 怪物单位数据
- /// </summary>
- public class MonsterUnit
- {
- /** 怪物名字 **/
- public string uuid { get; set; }
- public string alias { get; set; }
- /** 怪物模板ID **/
- public int id { get; set; }
- /** 阵营信息 **/
- public int force { get; set; }
- /** 刷新点名字,为空才去读x, y **/
- public string flag { get; set; }
- public bool autoGuard { get; set; }
- /** 同一个Area是否只能同时有一个怪存在 **/
- public bool unique = false;
- /** 坐标x **/
- public float x { get; set; }
- /** 坐标y **/
- public float y { get; set; }
- /** 是否是任务 共享怪 **/
- public int shareType { get; set; }
- /** 动态怪物等级,战斗服根据此计算怪物的动态数值 **/
- public int level { get; set; }
- /** 初始朝向 **/
- public float birthDirection { get; set; }
- /** 服务器标记字段,怪物死亡时,会回传回来 **/
- public int gsFlag { get; set; }
- /** 指定血量 **/
- public int hp { get; set; }
- public int maxHP { get; set; }
- /** 指定追击玩家id(必须是无限追击怪才会联动生效) **/
- public string attackPlayer { get; set; }
- /** 创建护卫怪,主人ObjectId(主人脱战或者死亡消失) **/
- public int masterID { get; set; }
- public MonsterUnit()
- {
- }
- public MonsterUnit(int monsterID, int force, bool unique, int x, int y)
- {
- this.id = monsterID;
- this.force = force;
- this.unique = unique;
- this.x = x;
- this.y = y;
- }
- public MonsterUnit(int monsterID, string refrushEvent, bool unique, int force)
- {
- this.id = monsterID;
- this.force = force;
- this.unique = unique;
- this.flag = refrushEvent;
- }
- public MonsterUnit(int monsterID, string refrushEvent, bool unique, int force, float birthDirection)
- {
- this.id = monsterID;
- this.force = force;
- this.unique = unique;
- this.flag = refrushEvent;
- this.birthDirection = birthDirection;
- }
- }
- /// <summary>
- /// 场景中的角色
- /// </summary>
- public class Actor
- {
- public bool Ready { get; set; }
- public bool Leave { get; set; }
- public bool Alive = true;
- }
- /// <summary>
- /// 通知战斗服事件
- /// </summary>
- public class TriggerEventNotify
- {
- /** 事件名称 **/
- public string message { get; set; }
- /** 触发的单位objectId列表 **/
- public string TriggerUnits { get; set; }
- }
- }
- }
|