Files
BusyRabbit/Source/BusyRabbit/Public/Data/Ability/Role/FoxAbilityDataAsset.h
wyatt 917322934d 暂存现阶段所有代码 #7
狐狸技能数据化配置暂时搁置
2025-10-20 22:23:51 +08:00

72 lines
2.5 KiB
C++

#pragma once
#include "GameplayTagContainer.h"
#include "Data/Ability/BusyAbilityDataAssetBase.h"
#include "FoxAbilityDataAsset.generated.h"
/**
* 狐狸大招技能配置
*/
UCLASS(BlueprintType)
class UFoxUltimateDataAsset : public UBusyAbilityDataAssetBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶消耗", Category="技能消耗")
float FirstStageCost = 5.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶消耗", Category="技能消耗")
float SecondStageCost = 8.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶消耗", Category="技能消耗")
float LastStageCost = 12.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶伤害系数", Category="伤害系数")
float FirstStageDamageFactor = 5.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶伤害系数", Category="伤害系数")
float SecondStageDamageFactor = 8.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶伤害系数", Category="伤害系数")
float LastStageDamageFactor = 12.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶速度系数", Category="速度系数")
float FirstStageSpeedFactor = 5.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶速度系数", Category="速度系数")
float SecondStageSpeedFactor = 8.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶一段速度系数", Category="速度系数")
float LastStageNormalSpeedFactor = 12.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶二段速度系数", Category="速度系数")
float LastStageSprintSpeedFactor = 12.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可释放二阶标签", Category="技能标签")
FGameplayTag SecondStageRecastTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可释放三阶标签", Category="技能标签")
FGameplayTag LastStageRecastTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶标签", Category="技能标签")
FGameplayTag FirstStageTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶标签", Category="技能标签")
FGameplayTag SecondStageTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶标签", Category="技能标签")
FGameplayTag LastStageTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可重新释放时长")
float RecastWindow = 6.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="冷却时间")
float CooldownTime = 15.f;
};