示例#1
0
    protected override void Init_SyncData(params object[] args)
    {
        base.Init_SyncData(args);

        switch (UnitType)
        {
        case UnitType.Prop:
            PropLowID = (uint)args[3];
            PropInfo  = _LowDataMgr.instance.GetPropInfo(PropLowID);
            break;
        }

        GroupNo = (int)args[4];
    }
示例#2
0
    void SetStatusProp(uint propID)
    {
        // enthan Base Stats
        FirstAtkRange  = 1.04f;
        AtkDelay       = 1f;
        AtkRecognition = 20f;
        RushAtkRange   = 0;

        CurMoveType = OrignalMoveType = (MoveType)1;
        AttackType  = eAttackType.Melee;
        AirHeight   = 0;
        AirFlyTime  = 0;

        Mob.PropInfo propData = _LowDataMgr.instance.GetPropInfo(propID);

        Stats.Add(AbilityType.HP, new Attribute(propData.BaseHp));
        Stats.Add(AbilityType.DAMAGE, new Attribute(propData.BaseAtk));
        Stats.Add(AbilityType.HIT_RATE, new Attribute(propData.BaseHit));
        Stats.Add(AbilityType.DODGE_RATE, new Attribute(propData.BaseAvoid));
        Stats.Add(AbilityType.CRITICAL_RATE, new Attribute(propData.BaseCriticalRate));
        Stats.Add(AbilityType.CRITICAL_RES, new Attribute(propData.BaseCriticalResist));
        Stats.Add(AbilityType.CRITICAL_DAMAGE, new Attribute(propData.BaseCriticalDamage));
        Stats.Add(AbilityType.DRAIN_HP, new Attribute(propData.BaseLifeSteal));
        Stats.Add(AbilityType.DEFENCE_IGNORE, new Attribute(propData.BaseIgnoreAtk));
        Stats.Add(AbilityType.DAMAGE_DECREASE, new Attribute(propData.BaseDamageDown));
        Stats.Add(AbilityType.DAMAGE_DECREASE_RATE, new Attribute(propData.BaseDamageDownRate));
        Stats.Add(AbilityType.COOLTIME, new Attribute(0));

        Stats.Add(AbilityType.ATTACK_SPEED, new Attribute(1));
        Stats.Add(AbilityType.ATTACK_RANGE, new Attribute(2));
        Stats.Add(AbilityType.ATTACK_ANGLE, new Attribute(140));

        Stats.Add(AbilityType.MOVE_SPEED, new Attribute(7.5f));
        Stats.Add(AbilityType.DETECTED_RANGE, new Attribute(15f));

        Stats.Add(AbilityType.SUPERARMOR, new Attribute(0));
        Stats.Add(AbilityType.SUPERARMOR_RECOVERY_TIME, new Attribute(0));
        Stats.Add(AbilityType.SUPERARMOR_RECOVERY_RATE, new Attribute(0));
        Stats.Add(AbilityType.SUPERARMOR_RECOVERY, new Attribute(0));

        Stats.Add(AbilityType.WEIGHT, new Attribute(0));

        savedMaxHp = Hp = (int)Stats[AbilityType.HP].FinalValue;
        //프롭은 슈퍼아머 없음
        SuperArmor = 0;
    }