using UnityEngine;
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/// <summary>
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/// 碰撞检测类型
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/// </summary>
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public enum E_HitTestType
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{
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Sector,
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Rect,
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}
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/// <summary>
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/// 技能检测基于点类型
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/// </summary>
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public enum E_CastBaseType
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{
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Self,
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Target,
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}
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public enum E_HitType
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{
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Hurt,
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HitDown,
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None,
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}
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public class SoConfigBase : ScriptableObject
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{
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public float moveDuration;
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public AnimationCurve curve = new AnimationCurve();
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public bool moveThrougthEnable = true;// 移动是否能够穿透
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public bool forceMoveThrougthEnable = false;// 强制移动是否能够穿透
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public int floodPercent;// 飘血量占比, 万分率
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public bool doBodyControl = true;// 是否执行bodyContorl
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public int bodyControlId;// 飞行物打到人的时候,对目标产生击退,击飞等效果的配置Id
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public int deadFlyId;// 飞行物打到人的时候,对目标产生死亡效果的配置Id
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public int hitEffectId;// 目标受到本配置攻击的时候显示的特效
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public int cameraSfxId;// 摄像机效果配置Id
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public int hitPauseTime;// 顿帧时间(毫秒)
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public E_HitType hitType;// 被击者播放的动作id
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}
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