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Cielonos/Assets/Scripts/Generated/CharacterAttribute.cs

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// ========================================================
// Auto-generated from SerializedDictionary: CharacterAttribute
// ========================================================
namespace Cielonos.MainGame
{
public static class CharacterAttribute
{
/// <summary> 生命值 </summary>
public const string Health = "Health";
/// <summary> 最大生命值 </summary>
public const string MaximumHealth = "MaximumHealth";
/// <summary> 生命恢复(秒) </summary>
public const string HealthRegeneration = "HealthRegeneration";
/// <summary> 能量值 </summary>
public const string Energy = "Energy";
/// <summary> 最大能量值 </summary>
public const string MaximumEnergy = "MaximumEnergy";
/// <summary> 能量恢复(秒) </summary>
public const string EnergyRegeneration = "EnergyRegeneration";
/// <summary> 移动速度 </summary>
public const string MovementSpeed = "MovementSpeed";
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/// <summary> 攻击速度 </summary>
public const string AttackSpeed = "AttackSpeed";
/// <summary> (单次)冲刺距离 </summary>
public const string DashLength = "DashLength";
/// <summary> 后撤闪避距离 </summary>
public const string DodgeLength = "DodgeLength";
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/// <summary> 转身速度(角度,-1为瞬间转身 </summary>
public const string RotationSpeed = "RotationSpeed";
/// <summary> 跳跃力 </summary>
public const string JumpForce = "JumpForce";
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/// <summary> 攻击伤害倍率(税前) </summary>
public const string AttackDamageMultiplier = "AttackDamageMultiplier";
/// <summary> 近战攻击的范围,远程攻击的射程 </summary>
public const string AttackRangeMultiplier = "AttackRangeMultiplier";
/// <summary> 最终造成伤害倍率(税后) </summary>
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public const string FinalDamageDealtMultiplier = "FinalDamageDealtMultiplier";
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/// <summary> 造成动能伤害倍率(税后) </summary>
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public const string KineticsDamageDealtMultiplier = "KineticsDamageDealtMultiplier";
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/// <summary> 造成能量伤害倍率(税后) </summary>
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public const string EnergyDamageDealtMultiplier = "EnergyDamageDealtMultiplier";
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/// <summary> 造成爆炸伤害倍率(税后) </summary>
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public const string ExplosionDamageDealtMultiplier = "ExplosionDamageDealtMultiplier";
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/// <summary> 造成魔法伤害倍率(税后) </summary>
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public const string MagicDamageDealtMultiplier = "MagicDamageDealtMultiplier";
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/// <summary> 最终受到伤害倍率(税后) </summary>
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public const string FinalDamageReceivedMultiplier = "FinalDamageReceivedMultiplier";
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/// <summary> 受到动能伤害倍率(税后) </summary>
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public const string KineticsDamageReceivedMultiplier = "KineticsDamageReceivedMultiplier";
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/// <summary> 受到能量伤害倍率(税后) </summary>
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public const string EnergyDamageReceivedMultiplier = "EnergyDamageReceivedMultiplier";
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/// <summary> 受到爆炸伤害倍率(税后) </summary>
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public const string ExplosionDamageReceivedMultiplier = "ExplosionDamageReceivedMultiplier";
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/// <summary> 受到魔法伤害倍率(税后) </summary>
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public const string MagicDamageReceivedMultiplier = "MagicDamageReceivedMultiplier";
/// <summary> 反弹投射物概率(任何时候) </summary>
public const string ProjectileDeflectionProbability = "ProjectileDeflectionProbability";
/// <summary> 格挡成功时反弹投射物概率 </summary>
public const string BlockingProjectileDeflectionProbability = "BlockingProjectileDeflectionProbability";
/// <summary> 对外力的抵抗能力100为完全抵抗 </summary>
public const string ImpactResistance = "ImpactResistance";
/// <summary> 暴击率 </summary>
public const string CriticalAttackProbability = "CriticalAttackProbability";
/// <summary> 暴击伤害加成 </summary>
public const string CriticalAttackDamageAmplifier = "CriticalAttackDamageAmplifier";
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/// <summary> 造成负面效果时间倍率 </summary>
public const string NegativeEffectDealtDurationMultiplier = "NegativeEffectDealtDurationMultiplier";
/// <summary> 受到负面效果时间倍率 </summary>
public const string NegativeEffectReceivedDurationMultiplier = "NegativeEffectReceivedDurationMultiplier";
/// <summary> 造成正面效果时间倍率 </summary>
public const string PositiveEffectDealtDurationMultiplier = "PositiveEffectDealtDurationMultiplier";
/// <summary> 受到正面效果时间倍率 </summary>
public const string PositiveEffectReceivedDurationMultiplier = "PositiveEffectReceivedDurationMultiplier";
/// <summary> 过载能量转换率 </summary>
public const string OverloadConversionRate = "OverloadConversionRate";
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}
}