using UnityEngine; namespace BaseGames.Combat { /// /// 护盾配置资产(架构 06_CombatModule §6 ShieldSystem)。 /// 可通过 Assets/Create/Combat/ShieldConfig 创建。 /// [CreateAssetMenu(menuName = "Combat/ShieldConfig", fileName = "ShieldConfig")] public class ShieldConfigSO : ScriptableObject { [Header("护盾数值")] public int MaxShieldHP = 0; // 0 = 无护盾(默认禁用) [Range(0f, 1f)] public float DamageAbsorptionRatio = 1.0f; // 1.0 = 全吸收;<1.0 = 部分穿透 public float RechargeDelay = 2.0f; // 受击后延迟多久才开始再生(秒) public float RechargeRate = 20f; // 每秒再生 HP [Header("破碎惩罚")] public float BrokenPenaltyDuration = 3.0f; // 护盾破碎后不可再生的惩罚时长(秒) [Header("存档点")] public bool FullRechargeOnSavePoint = true; // 抵达存档点时是否完全恢复护盾 [Header("弹反加成")] [Range(0f, 1f)] public float ParryRestoreRatio = 0.3f; // 弹反成功后恢复护盾比例(占 MaxShieldHP) } }