OldBlueWater/BlueWater/Assets/02.Scripts/Ai/Human/Unit/EnemyUnitStat.cs
2023-09-13 16:05:21 +09:00

91 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[Serializable]
public class EnemyUnitStat : IIdx
{
#region Property and variable
[field: Tooltip("고유 인덱스")]
[field: SerializeField] public string Idx { get; set; }
[field: Tooltip("선장의 인덱스")]
[field: SerializeField] public string CaptainStatIdx { get; set; }
[field: Tooltip("선원의 인덱스")]
[field: SerializeField] public string SailorStatIdx { get; set; }
[field: Tooltip("부대의 이름 또는 선장의 이름")]
[field: SerializeField] public string UnitName { get; set; }
[field: Tooltip("선원의 수")]
[field: Range(0, GlobalValue.ONE_UNIT_CAPACITY - 1)]
[field: SerializeField] public int SailorCount { get; set; }
[field: EnumToggleButtons]
[field: SerializeField] public EAttackerType AttackerType { get; set; }
[field: EnumToggleButtons]
[field: SerializeField] public EOffenseType OffenseType { get; set; }
[field: EnumToggleButtons]
[field: SerializeField] public EDefenseType DefenseType { get; set; }
[field: Tooltip("부대 병력 리스트")]
[field: SerializeField] public List<EnemyAi> EnemyAiList { get; set; }
#endregion
#region Constructor
public EnemyUnitStat()
{
Idx = null;
CaptainStatIdx = null;
SailorStatIdx = null;
UnitName = null;
SailorCount = 0;
AttackerType = EAttackerType.NONE;
OffenseType = EOffenseType.NONE;
DefenseType = EDefenseType.NONE;
EnemyAiList = new List<EnemyAi>(GlobalValue.ONE_UNIT_CAPACITY);
}
public EnemyUnitStat(string idx, string captainIdx, string sailorIdx, string unitName,
int sailorCount, EAttackerType attackerType, EOffenseType offenseType, EDefenseType defenseType, List<EnemyAi> enemyAiList)
{
Idx = idx;
CaptainStatIdx = captainIdx;
SailorStatIdx = sailorIdx;
UnitName = unitName;
SailorCount = sailorCount;
OffenseType = offenseType;
DefenseType = defenseType;
EnemyAiList = enemyAiList;
if (AttackerType == EAttackerType.NONE) return;
AttackerType = attackerType;
}
public EnemyUnitStat(EnemyUnitStat enemyUnitStat)
{
Idx = enemyUnitStat.Idx;
CaptainStatIdx = enemyUnitStat.CaptainStatIdx;
SailorStatIdx = enemyUnitStat.SailorStatIdx;
UnitName = enemyUnitStat.UnitName;
SailorCount = enemyUnitStat.SailorCount;
AttackerType = enemyUnitStat.AttackerType;
OffenseType = enemyUnitStat.OffenseType;
DefenseType = enemyUnitStat.DefenseType;
EnemyAiList = enemyUnitStat.EnemyAiList;
}
#endregion
}
}