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 }