62 lines
1.7 KiB
C#
62 lines
1.7 KiB
C#
using System;
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using UnityEngine;
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using Animancer;
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using BaseGames.Combat;
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namespace BaseGames.Boss
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{
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/// <summary>
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/// Boss 单个技能的所有数据,包括攻击模式、弱点窗口、互动标签等。
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Boss/BossSkill")]
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public class BossSkillSO : ScriptableObject
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{
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[Header("元信息")]
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public string skillId;
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public string displayName;
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[TextArea(1, 4)]
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public string designNote;
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[Header("技能分类")]
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public BossSkillCategory category;
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public BossSkillType skillType;
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[Header("阶段可用性")]
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[Tooltip("空数组 = 全阶段可用")]
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public int[] availablePhaseIndices;
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[Header("核心攻击动作引用")]
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public AttackPatternSO[] attackPatterns;
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[Header("弱点窗口(至少 1 个)")]
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public VulnerabilityWindow[] vulnerabilityWindows;
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[Header("互动标签")]
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public InteractionTag interactionTags;
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[Header("连段")]
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public SkillSequenceSO sequenceOnHit;
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public SkillSequenceSO sequenceOnMiss;
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[Header("玩家反制接口")]
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public PlayerCounterResponse[] counterResponses;
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[Header("场景联动")]
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public ArenaEventTrigger[] arenaEvents;
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[Header("Boss 资源")]
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public BossResourceCost resourceCost;
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public bool buildsRage;
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[Header("霸体配置")]
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public PoiseWindowConfig poiseWindow;
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[Header("动画")]
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public ClipTransition skillAnimation;
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[Header("冷却")]
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[Min(0f)]
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public float cooldown;
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}
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}
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