2025-10-27 19:32:41 +08:00

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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;
}
}