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DungeonShooting / DungeonShooting_Godot / src / config / ExcelConfig_WeaponBase.cs
  1. using System.Text.Json.Serialization;
  2. using System.Collections.Generic;
  3.  
  4. namespace Config;
  5.  
  6. public static partial class ExcelConfig
  7. {
  8. public class WeaponBase
  9. {
  10. /// <summary>
  11. /// 武器属性id
  12. /// </summary>
  13. [JsonInclude]
  14. public string Id;
  15.  
  16. /// <summary>
  17. /// 属性绑定武器的Id,这个id时ActivityBase表Id,如果是Ai使用的数据, 则填空字符串串
  18. /// </summary>
  19. public ActivityBase Activity;
  20.  
  21. /// <summary>
  22. /// 备注
  23. /// </summary>
  24. [JsonInclude]
  25. public string Remark;
  26.  
  27. /// <summary>
  28. /// 重量
  29. /// </summary>
  30. [JsonInclude]
  31. public float Weight;
  32.  
  33. /// <summary>
  34. /// 武器类型: <br/>
  35. /// 1.副武器 <br/>
  36. /// 2.主武器 <br/>
  37. /// 3.重型武器
  38. /// </summary>
  39. [JsonInclude]
  40. public byte WeightType;
  41.  
  42. /// <summary>
  43. /// 标记是否是近战武器
  44. /// </summary>
  45. [JsonInclude]
  46. public bool IsMelee;
  47.  
  48. /// <summary>
  49. /// 是否连续发射, 如果为false, 则每次发射都需要扣动扳机
  50. /// </summary>
  51. [JsonInclude]
  52. public bool ContinuousShoot;
  53.  
  54. /// <summary>
  55. /// 弹夹容量
  56. /// </summary>
  57. [JsonInclude]
  58. public int AmmoCapacity;
  59.  
  60. /// <summary>
  61. /// 弹药容量上限
  62. /// </summary>
  63. [JsonInclude]
  64. public int MaxAmmoCapacity;
  65.  
  66. /// <summary>
  67. /// 默认起始备用弹药数量
  68. /// </summary>
  69. [JsonInclude]
  70. public int StandbyAmmoCapacity;
  71.  
  72. /// <summary>
  73. /// 装弹时间 (单位: 秒)
  74. /// </summary>
  75. [JsonInclude]
  76. public float ReloadTime;
  77.  
  78. /// <summary>
  79. /// 每粒子弹是否是单独装填, 如果是, 那么每上一发子弹的时间就是 ReloadTime, 可以做霰弹枪装填效果
  80. /// </summary>
  81. [JsonInclude]
  82. public bool AloneReload;
  83.  
  84. /// <summary>
  85. /// 单独装填时每次装填子弹数量, 必须要将 'AloneReload' 属性设置为 true
  86. /// </summary>
  87. [JsonInclude]
  88. public int AloneReloadCount;
  89.  
  90. /// <summary>
  91. /// 单独装弹模式下,从触发装弹到开始装第一发子弹中间的间隔时间, 必须要将 'AloneReload' 属性设置为 true
  92. /// </summary>
  93. [JsonInclude]
  94. public float AloneReloadBeginIntervalTime;
  95.  
  96. /// <summary>
  97. /// 单独装弹模式下,从装完最后一发子弹到可以射击中间的间隔时间, 必须要将 'AloneReload' 属性设置为 true
  98. /// </summary>
  99. [JsonInclude]
  100. public float AloneReloadFinishIntervalTime;
  101.  
  102. /// <summary>
  103. /// 单独装填的子弹时可以立即射击, 必须要将 'AloneReload' 属性设置为 true
  104. /// </summary>
  105. [JsonInclude]
  106. public bool AloneReloadCanShoot;
  107.  
  108. /// <summary>
  109. /// 是否为松发开火, 也就是松开扳机才开火, 若要启用该属性, 必须将 'ContinuousShoot' 设置为 false
  110. /// </summary>
  111. [JsonInclude]
  112. public bool LooseShoot;
  113.  
  114. /// <summary>
  115. /// 最少需要蓄力多久才能开火, 必须将 'LooseShoot' 设置为 true
  116. /// </summary>
  117. [JsonInclude]
  118. public float MinChargeTime;
  119.  
  120. /// <summary>
  121. /// 单次射击后是否需要手动上膛动作, 必须将 'ContinuousShoot' 设置为 false
  122. /// </summary>
  123. [JsonInclude]
  124. public bool ManualBeLoaded;
  125.  
  126. /// <summary>
  127. /// 手动上膛模式下, 单次射击后是否自动执行上膛操作, 必须将 'ManualBeLoaded' 设置为 true
  128. /// </summary>
  129. [JsonInclude]
  130. public bool AutoManualBeLoaded;
  131.  
  132. /// <summary>
  133. /// 上膛时间, 如果时间为0, 则不会播放上膛动画和音效, 可以视为没有上膛动作, 必须将 'ManualBeLoaded' 设置为 true
  134. /// </summary>
  135. [JsonInclude]
  136. public float BeLoadedTime;
  137.  
  138. /// <summary>
  139. /// 连续发射次数区间, 仅当 'ContinuousShoot' 为 false 时生效 <br/>
  140. /// 格式为[value]或者[min,max]
  141. /// </summary>
  142. [JsonInclude]
  143. public int[] ContinuousCountRange;
  144.  
  145. /// <summary>
  146. /// 按下一次扳机后需要多长时间才能再次感应按下
  147. /// </summary>
  148. [JsonInclude]
  149. public float TriggerInterval;
  150.  
  151. /// <summary>
  152. /// 初始射速, 初始每分钟能开火次数
  153. /// </summary>
  154. [JsonInclude]
  155. public float StartFiringSpeed;
  156.  
  157. /// <summary>
  158. /// 最终射速, 最终每分钟能开火次数, 仅当 'ContinuousShoot' 为 true 时生效
  159. /// </summary>
  160. [JsonInclude]
  161. public float FinalFiringSpeed;
  162.  
  163. /// <summary>
  164. /// 按下扳机并开火后射速每秒增加量
  165. /// </summary>
  166. [JsonInclude]
  167. public float FiringSpeedAddSpeed;
  168.  
  169. /// <summary>
  170. /// 松开扳机后射速消散速率
  171. /// </summary>
  172. [JsonInclude]
  173. public float FiringSpeedBackSpeed;
  174.  
  175. /// <summary>
  176. /// 单次开火发射子弹数量区间 <br/>
  177. /// 格式为[value]或者[min,max]
  178. /// </summary>
  179. [JsonInclude]
  180. public int[] FireBulletCountRange;
  181.  
  182. /// <summary>
  183. /// 从按下扳机到发射第一发子弹的延时时, 如果中途松开扳机, 那么延时时间会重新计算, 必须将 'LooseShoot' 设置为 false
  184. /// </summary>
  185. [JsonInclude]
  186. public float DelayedTime;
  187.  
  188. /// <summary>
  189. /// 初始散射半径
  190. /// </summary>
  191. [JsonInclude]
  192. public float StartScatteringRange;
  193.  
  194. /// <summary>
  195. /// 最终散射半径
  196. /// </summary>
  197. [JsonInclude]
  198. public float FinalScatteringRange;
  199.  
  200. /// <summary>
  201. /// 每次发射后散射增加值
  202. /// </summary>
  203. [JsonInclude]
  204. public float ScatteringRangeAddValue;
  205.  
  206. /// <summary>
  207. /// 散射值销退速率
  208. /// </summary>
  209. [JsonInclude]
  210. public float ScatteringRangeBackSpeed;
  211.  
  212. /// <summary>
  213. /// 开始销退散射值的延时时间
  214. /// </summary>
  215. [JsonInclude]
  216. public float ScatteringRangeBackDelayTime;
  217.  
  218. /// <summary>
  219. /// 开火后相机抖动强度,只有玩家拾起武器开火才会抖动相机
  220. /// </summary>
  221. [JsonInclude]
  222. public float CameraShake;
  223.  
  224. /// <summary>
  225. /// 后坐力区间 (仅用于开火后武器身抖动) <br/>
  226. /// 格式为[value]或者[min,max]
  227. /// </summary>
  228. [JsonInclude]
  229. public float[] BacklashRange;
  230.  
  231. /// <summary>
  232. /// 后坐力偏移回归回归速度
  233. /// </summary>
  234. [JsonInclude]
  235. public float BacklashRegressionSpeed;
  236.  
  237. /// <summary>
  238. /// 开火后武器口上抬角度
  239. /// </summary>
  240. [JsonInclude]
  241. public float UpliftAngle;
  242.  
  243. /// <summary>
  244. /// 武器默认上抬角度
  245. /// </summary>
  246. [JsonInclude]
  247. public float DefaultAngle;
  248.  
  249. /// <summary>
  250. /// 开火后武器口角度恢复速度倍数
  251. /// </summary>
  252. [JsonInclude]
  253. public float UpliftAngleRestore;
  254.  
  255. /// <summary>
  256. /// 开火特效
  257. /// </summary>
  258. [JsonInclude]
  259. public string FireEffect;
  260.  
  261. /// <summary>
  262. /// 默认射出的子弹
  263. /// </summary>
  264. public BulletBase Bullet;
  265.  
  266. /// <summary>
  267. /// 默认抛出的弹壳
  268. /// </summary>
  269. public ActivityBase Shell;
  270.  
  271. /// <summary>
  272. /// 是否在换弹时才抛弹壳
  273. /// </summary>
  274. [JsonInclude]
  275. public bool ReloadThrowShell;
  276.  
  277. /// <summary>
  278. /// 投抛弹壳的延时时间
  279. /// </summary>
  280. [JsonInclude]
  281. public float ThrowShellDelayTime;
  282.  
  283. /// <summary>
  284. /// 投抛状态下物体碰撞器大小
  285. /// </summary>
  286. [JsonInclude]
  287. public SerializeVector2 ThrowCollisionSize;
  288.  
  289. /// <summary>
  290. /// 是否可以触发近战攻击
  291. /// </summary>
  292. [JsonInclude]
  293. public bool CanMeleeAttack;
  294.  
  295. /// <summary>
  296. /// 近战攻击伤害区间 <br/>
  297. /// 格式为格式为[value]或者[min,max]
  298. /// </summary>
  299. [JsonInclude]
  300. public int[] MeleeAttackHarmRange;
  301.  
  302. /// <summary>
  303. /// 近战攻击造成伤害后击退值区间 <br/>
  304. /// 格式为[value]或者[min,max]
  305. /// </summary>
  306. [JsonInclude]
  307. public float[] MeleeAttackRepelRange;
  308.  
  309. /// <summary>
  310. /// 射击音效
  311. /// </summary>
  312. public Sound ShootSound;
  313.  
  314. /// <summary>
  315. /// 开始换弹音效
  316. /// </summary>
  317. public Sound BeginReloadSound;
  318.  
  319. /// <summary>
  320. /// 开始换弹音效延时时间
  321. /// </summary>
  322. [JsonInclude]
  323. public float BeginReloadSoundDelayTime;
  324.  
  325. /// <summary>
  326. /// 换弹音效,单独装弹时也会出发
  327. /// </summary>
  328. public Sound ReloadSound;
  329.  
  330. /// <summary>
  331. /// 换弹音效延时时间
  332. /// </summary>
  333. [JsonInclude]
  334. public float ReloadSoundDelayTime;
  335.  
  336. /// <summary>
  337. /// 换弹结束音效
  338. /// </summary>
  339. public Sound ReloadFinishSound;
  340.  
  341. /// <summary>
  342. /// 换弹结束音效在换弹结束前多久开始 <br/>
  343. /// 注意: 如果'AloneReload'为true, 那么当前属性的值应该小于'AloneReloadFinishIntervalTime'
  344. /// </summary>
  345. [JsonInclude]
  346. public float ReloadFinishSoundAdvanceTime;
  347.  
  348. /// <summary>
  349. /// 上膛音效
  350. /// </summary>
  351. public Sound BeLoadedSound;
  352.  
  353. /// <summary>
  354. /// 上膛音效延时时间, 这个时间应该小于'BeLoadedTime'
  355. /// </summary>
  356. [JsonInclude]
  357. public float BeLoadedSoundDelayTime;
  358.  
  359. /// <summary>
  360. /// 其他音效
  361. /// </summary>
  362. public Dictionary<string, Sound> OtherSoundMap;
  363.  
  364. /// <summary>
  365. /// Ai属性 <br/>
  366. /// Ai 使用该武器时的武器数据, 设置该字段, 可让同一把武器在敌人和玩家手上有不同属性 <br/>
  367. /// 如果不填则Ai和玩家使用同一种属性
  368. /// </summary>
  369. public WeaponBase AiUseAttribute;
  370.  
  371. /// <summary>
  372. /// Ai使用该武器开火时的一些额外配置属性 <br/>
  373. /// 玩家使用的武器不需要填写该字段
  374. /// </summary>
  375. public AiAttackAttr AiAttackAttr;
  376.  
  377. /// <summary>
  378. /// 返回浅拷贝出的新对象
  379. /// </summary>
  380. public WeaponBase Clone()
  381. {
  382. var inst = new WeaponBase();
  383. inst.Id = Id;
  384. inst.Activity = Activity;
  385. inst.Remark = Remark;
  386. inst.Weight = Weight;
  387. inst.WeightType = WeightType;
  388. inst.IsMelee = IsMelee;
  389. inst.ContinuousShoot = ContinuousShoot;
  390. inst.AmmoCapacity = AmmoCapacity;
  391. inst.MaxAmmoCapacity = MaxAmmoCapacity;
  392. inst.StandbyAmmoCapacity = StandbyAmmoCapacity;
  393. inst.ReloadTime = ReloadTime;
  394. inst.AloneReload = AloneReload;
  395. inst.AloneReloadCount = AloneReloadCount;
  396. inst.AloneReloadBeginIntervalTime = AloneReloadBeginIntervalTime;
  397. inst.AloneReloadFinishIntervalTime = AloneReloadFinishIntervalTime;
  398. inst.AloneReloadCanShoot = AloneReloadCanShoot;
  399. inst.LooseShoot = LooseShoot;
  400. inst.MinChargeTime = MinChargeTime;
  401. inst.ManualBeLoaded = ManualBeLoaded;
  402. inst.AutoManualBeLoaded = AutoManualBeLoaded;
  403. inst.BeLoadedTime = BeLoadedTime;
  404. inst.ContinuousCountRange = ContinuousCountRange;
  405. inst.TriggerInterval = TriggerInterval;
  406. inst.StartFiringSpeed = StartFiringSpeed;
  407. inst.FinalFiringSpeed = FinalFiringSpeed;
  408. inst.FiringSpeedAddSpeed = FiringSpeedAddSpeed;
  409. inst.FiringSpeedBackSpeed = FiringSpeedBackSpeed;
  410. inst.FireBulletCountRange = FireBulletCountRange;
  411. inst.DelayedTime = DelayedTime;
  412. inst.StartScatteringRange = StartScatteringRange;
  413. inst.FinalScatteringRange = FinalScatteringRange;
  414. inst.ScatteringRangeAddValue = ScatteringRangeAddValue;
  415. inst.ScatteringRangeBackSpeed = ScatteringRangeBackSpeed;
  416. inst.ScatteringRangeBackDelayTime = ScatteringRangeBackDelayTime;
  417. inst.CameraShake = CameraShake;
  418. inst.BacklashRange = BacklashRange;
  419. inst.BacklashRegressionSpeed = BacklashRegressionSpeed;
  420. inst.UpliftAngle = UpliftAngle;
  421. inst.DefaultAngle = DefaultAngle;
  422. inst.UpliftAngleRestore = UpliftAngleRestore;
  423. inst.FireEffect = FireEffect;
  424. inst.Bullet = Bullet;
  425. inst.Shell = Shell;
  426. inst.ReloadThrowShell = ReloadThrowShell;
  427. inst.ThrowShellDelayTime = ThrowShellDelayTime;
  428. inst.ThrowCollisionSize = ThrowCollisionSize;
  429. inst.CanMeleeAttack = CanMeleeAttack;
  430. inst.MeleeAttackHarmRange = MeleeAttackHarmRange;
  431. inst.MeleeAttackRepelRange = MeleeAttackRepelRange;
  432. inst.ShootSound = ShootSound;
  433. inst.BeginReloadSound = BeginReloadSound;
  434. inst.BeginReloadSoundDelayTime = BeginReloadSoundDelayTime;
  435. inst.ReloadSound = ReloadSound;
  436. inst.ReloadSoundDelayTime = ReloadSoundDelayTime;
  437. inst.ReloadFinishSound = ReloadFinishSound;
  438. inst.ReloadFinishSoundAdvanceTime = ReloadFinishSoundAdvanceTime;
  439. inst.BeLoadedSound = BeLoadedSound;
  440. inst.BeLoadedSoundDelayTime = BeLoadedSoundDelayTime;
  441. inst.OtherSoundMap = OtherSoundMap;
  442. inst.AiUseAttribute = AiUseAttribute;
  443. inst.AiAttackAttr = AiAttackAttr;
  444. return inst;
  445. }
  446. }
  447. private class Ref_WeaponBase : WeaponBase
  448. {
  449. [JsonInclude]
  450. public string __Activity;
  451.  
  452. [JsonInclude]
  453. public string __Bullet;
  454.  
  455. [JsonInclude]
  456. public string __Shell;
  457.  
  458. [JsonInclude]
  459. public string __ShootSound;
  460.  
  461. [JsonInclude]
  462. public string __BeginReloadSound;
  463.  
  464. [JsonInclude]
  465. public string __ReloadSound;
  466.  
  467. [JsonInclude]
  468. public string __ReloadFinishSound;
  469.  
  470. [JsonInclude]
  471. public string __BeLoadedSound;
  472.  
  473. [JsonInclude]
  474. public Dictionary<string, string> __OtherSoundMap;
  475.  
  476. [JsonInclude]
  477. public string __AiUseAttribute;
  478.  
  479. [JsonInclude]
  480. public string __AiAttackAttr;
  481.  
  482. }
  483. }