public SceneObject_MissleInfo Clone() { SceneObject_MissleInfo newData = new SceneObject_MissleInfo(); newData.Id = Id; newData.Attacker = Attacker; newData.SceneObjInfo = SceneObjInfo.Clone(); newData.MissleHitEffectInfo = MissleHitEffectInfo.Clone(); newData.MissleEndEffectInfo = MissleEndEffectInfo.Clone(); newData.MoveStartPos = MoveStartPos; newData.MoveTargetPos = MoveTargetPos; newData.MoveVelocity = MoveVelocity; newData.MoveAccerelate = MoveAccerelate; newData.MoveRotateVelocity = MoveRotateVelocity; newData.MoveRotateDistance = MoveRotateDistance; newData.MissleStartPositionOff = MissleStartPositionOff; newData.MissleStartPositionRandomOff = MissleStartPositionRandomOff; newData.MissleTargetPositionRandomOff = MissleTargetPositionRandomOff; newData.ImpactDuration = ImpactDuration; newData.ImpactInterval = ImpactInterval; newData.ImpactAttractDuration = ImpactAttractDuration; newData.ImpactAttractRange = ImpactAttractRange; newData.ImpactAttractOffPerSecond = ImpactAttractOffPerSecond; newData.ImpactAttractOffMin = ImpactAttractOffMin; newData.ImpactAttractingImpactInterval = ImpactAttractingImpactInterval; newData.ImpactInfos = ImpactInfos.Clone(); newData.ImpactEndInfos = ImpactEndInfos.Clone(); newData.ImpactEndFromRoleInfos = ImpactEndFromRoleInfos.Clone(); newData.Target = Target; return(newData); }
public SceneObject_AttractBulletInfo Clone() { SceneObject_AttractBulletInfo newData = new SceneObject_AttractBulletInfo(); newData.Id = Id; newData.Attacker = Attacker; newData.SceneObjInfo = SceneObjInfo.Clone(); newData.BulletHitEffectInfo = BulletHitEffectInfo.Clone(); newData.BulletEndEffectInfo = BulletEndEffectInfo.Clone(); newData.MoveStartPos = MoveStartPos; newData.MoveDir = MoveDir; newData.MoveSpeed = MoveSpeed; newData.MoveDistanceMax = MoveDistanceMax; newData.MoveImpactRadius = MoveImpactRadius; newData.ImpactDuration = ImpactDuration; newData.ImpactInterval = ImpactInterval; newData.ImpactAttractDuration = ImpactAttractDuration; newData.ImpactAttractRange = ImpactAttractRange; newData.ImpactAttractOffPerSecond = ImpactAttractOffPerSecond; newData.ImpactAttractOffMin = ImpactAttractOffMin; newData.ImpactAttractingImpactInterval = ImpactAttractingImpactInterval; newData.ImpactInfos = ImpactInfos.Clone(); newData.ImpactEndInfos = ImpactEndInfos.Clone(); newData.ImpactEndFromRoleInfos = ImpactEndFromRoleInfos.Clone(); newData.ImpactSrcPos = ImpactSrcPos; newData.Target = Target; return(newData); }
public SceneObject_TerminalBulletInfo Clone() { SceneObject_TerminalBulletInfo newData = new SceneObject_TerminalBulletInfo(); newData.Id = Id; newData.Attacker = Attacker; newData.SceneObjInfo = SceneObjInfo.Clone(); newData.BulletHitEffectInfo = BulletHitEffectInfo.Clone(); newData.BulletEndEffectInfo = BulletEndEffectInfo.Clone(); newData.MoveStartPos = MoveStartPos; newData.MoveDir = MoveDir; newData.MoveDistanceMax = MoveDistanceMax; newData.ImpactInfos = ImpactInfos.Clone(); newData.ExceptTargetState = new List <TargetStateType>(ExceptTargetState); newData.ImpactSrcPos = ImpactSrcPos; newData.Target = Target; return(newData); }