using System; using DataTable; using Definition.DataStruct; using Definition.Enum; namespace Entity.EntityData { [Serializable] public class WeaponData : AccessoryObjectData { private DRWeapon _drWeapon; public WeaponData(int entityId, int typeId, int ownerId, CampType ownerCamp) : base(entityId, typeId, ownerId, ownerCamp) { _drWeapon = GameEntry.DataTable.GetDataTableRow(TypeId); } /// /// 攻击力。 /// public int Attack => _drWeapon.Attack; /// /// 武器名称。 /// public string Title => _drWeapon.Title; /// /// 图标资源名称。 /// public string IconAssetName => _drWeapon.IconAssetName; public ItemRarity Rarity => _drWeapon.Rarity; public int Price => _drWeapon.Price; /// /// 攻击间隔。 /// public float Cooldown => _drWeapon.Cooldown; /// /// 攻击范围。 /// public float AttackRange => _drWeapon.AttackRange; /// /// 攻击音效。 /// public int AttackSoundId => _drWeapon.AttackSoundId; /// /// 额外参数。 /// public string Params => _drWeapon.Pramas; /// /// 额外属性。 /// public StatModifier[] Modifiers => _drWeapon.Modifiers; } }