39 lines
1.7 KiB
C#
39 lines
1.7 KiB
C#
using UnityEngine;
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namespace BaseGames.Parry
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{
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/// <summary>
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/// 弹反系统配置资产(架构 06_CombatModule §9)。
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/// 可通过 Assets/Create/Combat/ParryConfig 创建。
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/// </summary>
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[CreateAssetMenu(menuName = "Combat/ParryConfig", fileName = "ParryConfig")]
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public class ParryConfigSO : ScriptableObject
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{
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[Header("阶段时长(秒)")]
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public float StartupDuration = 0.05f; // 前摇:按键到弹反窗口开启的延迟
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public float WindowDuration = 0.28f; // Active:弹反有效窗口时长
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public float EndlagDuration = 0.10f; // 后摇:窗口结束到恢复的延迟
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public float CounterWindowDuration = 0.5f; // 弹反成功后的反击窗口时长
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[Header("完美弹反判定")]
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public float PerfectParryThreshold = 0.05f; // Active 开始后的完美弹反窗口(秒)
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[Header("冷却")]
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public float ParryCooldown = 0.3f; // 两次弹反之间的最短间隔(秒)
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[Header("灵力奖励")]
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public int SoulGainOnParry = 33; // 普通弹反获得灵力
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public int SoulGainOnPerfect = 50; // 完美弹反额外获得灵力
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[Header("反击伤害")]
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public float ParryCounterMultiplier = 3.0f; // 弹反反击伤害倍率
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[Header("子弹时间(完美弹反)")]
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public float BulletTimeScale = 0.25f; // 触发时的时间缩放比例
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public float BulletTimeDuration = 0.2f; // 子弹时间持续时长(秒,实际时间)
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[Header("硬直")]
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public float StaggerDuration = 0.8f; // 被弹反敌人的受击硬直时长(秒)
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}
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}
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