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