//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using GameFramework.DataTable; using System; using UnityEngine; namespace MetaClient { [Serializable] public class AsteroidData : TargetableObjectData { [SerializeField] private int m_MaxHP = 0; [SerializeField] private int m_Attack = 0; [SerializeField] private float m_Speed = 0f; [SerializeField] private float m_AngularSpeed = 0f; [SerializeField] private int m_DeadEffectId = 0; [SerializeField] private int m_DeadSoundId = 0; public AsteroidData(int entityId, int typeId) : base(entityId, typeId, CampType.Neutral) { IDataTable dtAsteroid = GameEntry.DataTable.GetDataTable(); DRAsteroid drAsteroid = dtAsteroid.GetDataRow(TypeId); if (drAsteroid == null) { return; } HP = m_MaxHP = drAsteroid.MaxHP; m_Attack = drAsteroid.Attack; m_Speed = drAsteroid.Speed; m_AngularSpeed = drAsteroid.AngularSpeed; m_DeadEffectId = drAsteroid.DeadEffectId; m_DeadSoundId = drAsteroid.DeadSoundId; } public override int MaxHP { get { return m_MaxHP; } } public int Attack { get { return m_Attack; } } public float Speed { get { return m_Speed; } } public float AngularSpeed { get { return m_AngularSpeed; } } public int DeadEffectId { get { return m_DeadEffectId; } } public int DeadSoundId { get { return m_DeadSoundId; } } } }