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@@ -48,6 +48,7 @@ public class AttackInfo
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{
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return attackEffect.Contains(AttackEffect.FloatState);
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}
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+ [Header("漂浮")]
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[ShowIf("ShowFloatStateValue")]
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public FloatState floatState;
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@@ -63,6 +64,7 @@ public class AttackInfo
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{
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return attackEffect.Contains(AttackEffect.BlowUp);
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}
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+ [Header("击飞")]
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[ShowIf("ShowBlowUpValue")]
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public BlowUp blowUp;
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@@ -72,12 +74,13 @@ public class AttackInfo
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{
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public Vector3 dir; //击打的方向
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public float force; //击打的力
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- public float timel; //落地后眩晕时间
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+ public float time; //落地后眩晕时间
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}
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private bool ShowShotDownValue()
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{
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return attackEffect.Contains(AttackEffect.ShotDown);
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}
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+ [Header("击落")]
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[ShowIf("ShowShotDownValue")]
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public ShotDown shotDown;
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@@ -91,6 +94,7 @@ public class AttackInfo
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{
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return attackEffect.Contains(AttackEffect.Stun);
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}
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+ [Header("击晕")]
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[ShowIf("ShowStunValue")]
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public Stun stun;
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@@ -104,6 +108,7 @@ public class AttackInfo
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{
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return attackEffect.Contains(AttackEffect.Armor);
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}
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+ [Header("穿甲")]
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[ShowIf("ShowArmorValue")]
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public Armor armor;
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@@ -117,6 +122,7 @@ public class AttackInfo
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{
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return attackEffect.Contains(AttackEffect.ChangeDamage);
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}
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+ [Header("更改攻击力")]
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[ShowIf("ShowChangeDamageValue")]
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public ChangeDamage changeDamage;
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@@ -130,6 +136,7 @@ public class AttackInfo
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{
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return attackEffect.Contains(AttackEffect.SustainedInjury);
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}
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+ [Header("持续伤害")]
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[ShowIf("ShowSustainedInjuryValue")]
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public SustainedInjury sustainedInjury;
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