using System; using System.Collections.Generic; using Logic.Action; using UnityEngine; [Serializable] [CreateAssetMenu(fileName = "AnimDataAssets", menuName = "TH1 Game Data/Anim Data Asset")] public class AnimDataAssets : ScriptableObject { public float BounceDownTime; public float BounceUpTime; public float BounceTime => BounceDownTime + BounceUpTime; public float AttackAnimTime; public float AttackArrowTime; public float AttackBombTime; public float AttackReturnAnimTime; public float AttackBounceWaitAnimTime; public float CounterAnimTime; public float CounterReturnAnimTime; public float BetweenAttackCounterAnimTime; public float MoveAnimTime; public float ExplorerMoveDelay; //AI move或者attack后,等待的时间 public float AIBeforeAnimWaitTime; public float AISightActionWaitTime; public float AINoSightActionWaitTime; public float AIAnimCameraMoveTime; //飞行道具移动的时间 public float ProjectileMoveTime; public float ProjectileBombMoveTime; public float ProjectileCityExpMoveTime; public float ProjectileCoinMoveTime; //城市建设相关动画的时间 public float GridUpdateAnimTime; public float GetAttackTimeByAttackRange(int attackRange) { if(attackRange == 1) return AttackAnimTime; if (attackRange == 2) return AttackArrowTime; if (attackRange == 3) return AttackBombTime; return 0f; } public float GetAttackReturnTimeByAttackRange(int attackRange) { if(attackRange == 1) return AttackReturnAnimTime; return 0f; } }