using System.Collections.Generic; namespace Vision.Game.Characters { public class CharacterCommon { public int RunSpeed { get; set; } public int WalkSpeed { get; set; } public int AttackSpeed { get; set; } public int ShoutLevel { get; set; } public int ShoutDelay { get; set; } public int LevelLimit { get; set; } public int MaxExpBonus { get; set; } public int RestExpRate { get; set; } public int MinNeedTime { get; set; } public int DefaultBonusTime { get; set; } public int IntervalTime { get; set; } public int AddBuffTime { get; set; } public int MaxBuffTime { get; set; } public int LostExpLevel { get; set; } public int MaxFreeStat { get; set; } public Dictionary NextEXP { get; set; } public Dictionary EXPLostAtPVP { get; set; } public CharacterCommon() { NextEXP = new Dictionary(); EXPLostAtPVP = new Dictionary(); } public long GetNextEXP(int level) { return NextEXP.ContainsKey(level) ? NextEXP[level] : 0; } public long GetEXPLostAtPVP(int level) { return EXPLostAtPVP.ContainsKey(level) ? EXPLostAtPVP[level] : 0; } } }