using System.Collections; using System.Collections.Generic; using UnityEngine; using BITKit; namespace BITFALL { /// /// 资产化装配配置 /// public class AssetableEquip : AssetableItem { [Header(nameof(AssetableEquip))] [SerializeField] private int meleeDamage; [SerializeField] private float meleeRange; [SerializeField] private int meleeForce; [Space] [SerializeField] private int heavyMeleeDamage; [SerializeField] private float heavyMeleeRange; [SerializeField] private int heavyMeleeForce; [Space] [SerializeField] private float initialMoveSpeed; [Space] [SerializeField] private float initialAimMoveSpeed; public int MeleeDamage => meleeDamage; public float MeleeRange => meleeRange; public int MeleeForce => meleeForce; public int HeavyMeleeDamage => heavyMeleeDamage; public float HeavyMeleeRange => heavyMeleeRange; public int HeavyMeleeForce => heavyMeleeForce; public float InitialMovementSpeed => initialMoveSpeed; public float InitialAimMovementSpeed => initialAimMoveSpeed; } }