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