您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

122 行
5.6 KiB

using System;
using UnityEngine;
namespace Unity.Multiplayer.Samples.BossRoom
{
/// <summary>
/// Data description of a single Action, including the information to visualize it (animations etc), and the information
/// to play it back on the server.
/// </summary>
[CreateAssetMenu(menuName = "GameData/ActionDescription", order = 1)]
public class ActionDescription : ScriptableObject
{
[Tooltip("The ActionType this is the data for. An enum that represents the specific action, compared to ActionLogic, where multiple Actions can share the same Logic")]
public ActionType ActionTypeEnum;
[Tooltip("ActionLogic that drives this Action. This corresponds to the actual block of code that executes it.")]
public ActionLogic Logic;
[Tooltip("Could be damage, could be healing, or other things. This is a base, nominal value that will get modified by game logic when the action takes effect")]
public int Amount;
[Tooltip("How much it costs in Mana to play this Action")]
public int ManaCost;
[Tooltip("How far the Action performer can be from the Target")]
public float Range;
[Tooltip("Duration in seconds that this Action takes to play")]
public float DurationSeconds;
[Tooltip("Time when the Action should do its \"main thing\" (e.g. when a melee attack should apply damage")]
public float ExecTimeSeconds;
[Tooltip("How long the effect this Action leaves behind will last, in seconds")]
public float EffectDurationSeconds;
[Tooltip("After this Action is successfully started, the server will discard any attempts to perform it again until this amount of time has elapsed.")]
public float ReuseTimeSeconds;
[Tooltip("The Anticipation Animation trigger that gets raised when user starts using this Action, but while the server confirmation hasn't returned")]
public string AnimAnticipation;
[Tooltip("The primary Animation trigger that gets raised when visualizing this Action")]
public string Anim;
[Tooltip("The auxiliary Animation trigger for this Action (e.g. to end an animation loop)")]
public string Anim2;
[Tooltip("The reaction anim to play in response to being hit by this skill")]
public string ReactAnim;
[Tooltip("The name of an animator variable used by this action")]
public string OtherAnimatorVariable;
[Tooltip("For Actions that can hit multiple enemies, this determines how much damage is done to non-primary targets")]
public int SplashDamage;
[Tooltip("For actions that change your speed (e.g. Trample), what speed do we have?")]
public float MoveSpeed;
[Tooltip("For actions that cause a knockback, how potent is the knockback force?")]
public float KnockbackSpeed;
[Tooltip("For actions that cause a knockback, how long does it apply force to the target?")]
public float KnockbackDuration;
[Tooltip("The radius of effect for this action. Default is 0 if not needed")]
public float Radius;
[Tooltip("Prefab to spawn that will manage this action's input")]
public BaseActionInput ActionInput;
[Tooltip("Is this Action interruptible by other action-plays or by movement? (Implicitly stops movement when action starts.) Generally, actions with short exec times should not be interruptible in this way.")]
public bool ActionInterruptible;
[System.Serializable]
public enum BlockingModeType
{
EntireDuration,
OnlyDuringExecTime,
}
[Tooltip("Indicates how long this action blocks other actions from happening: during the execution stage, or for as long as it runs?")]
public BlockingModeType BlockingMode;
[Serializable]
public struct ProjectileInfo
{
[Tooltip("Prefab used for the projectile")]
public GameObject ProjectilePrefab;
[Tooltip("Projectile's speed in meters/second")]
public float Speed_m_s;
[Tooltip("Maximum range of the Projectile")]
public float Range;
[Tooltip("Damage of the Projectile on hit")]
public int Damage;
[Tooltip("Max number of enemies this projectile can hit before disappearing")]
public int MaxVictims;
}
[Tooltip("If this Action spawns a projectile, describes it. (\"Charged\" projectiles can list multiple possible shots, ordered from weakest to strongest)")]
public ProjectileInfo[] Projectiles;
[Tooltip("If this action spawns miscellaneous GameObjects, list their prefabs here (but not projectiles -- those are separate, see above!)")]
public GameObject[] Spawns;
[Tooltip("If true, this action affects friendly targets, if false Unfriendly. Not all ActionLogics use this parameter.")]
public bool IsFriendly;
[Header("In-game description info (Only used for player abilities!)")]
[Tooltip("If this Action describes a player ability, this is the ability's iconic representation")]
public Sprite Icon;
[Tooltip("If this Action describes a player ability, this is the name we show for the ability")]
public string DisplayedName;
[Tooltip("If this Action describes a player ability, this is the tooltip description we show for the ability")]
[Multiline]
public string Description;
}
}