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@@ -12,6 +12,7 @@ using GameLogic.Bag;
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using GameLogic.Combat.CombatTool;
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using GameLogic.CombatScenesTool;
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using GameLogic.Hero;
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+using GameLogic.Player;
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using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
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using UnityEngine;
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@@ -74,6 +75,8 @@ namespace GameLogic.Combat.CombatType
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protected List<string> equipName = new List<string>()
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{
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+ "fx_down_zb_blue",
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+ "fx_down_zb_blue",
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"fx_down_zb_blue",
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"fx_down_zb_gold",
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"fx_down_zb_green",
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@@ -90,6 +93,28 @@ namespace GameLogic.Combat.CombatType
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PlayBgm();
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}
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+ /// <summary>
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+ /// 掉落逻辑放这里
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+ /// </summary>
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+ private void EntityDropLogic(CombatHeroEntity combatHeroEntity)
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+ {
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+ List<ItemInfo> equipmentList = DropManager.Instance.
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+ DropEquipment(_levelBattleConfig, combatHeroEntity.CurrCombatHeroInfo.heroType);
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+
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+ Combat_EquipFallEventData combatEquipFallEventData = Combat_EquipFallEventData.Create();
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+ //allEquip存放特效标记
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+ List<string> allEquip = new List<string>();
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+ for (int i = 0; i < equipmentList.Count; i++)
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+ {
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+ ItemInfo eqItemInfo = equipmentList[i];
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+ allEquip.Add(equipName[eqItemInfo.eqInfo.quality-1]);
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+ }
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+ combatEquipFallEventData.fallEquip = allEquip.ToArray();
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+ combatEquipFallEventData.startPos_WorldPos = combatHeroEntity.combatHeroGameObject.position;
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+ EventManager.Instance.Dispatch(CustomEventType.Combat_EquipFall, combatEquipFallEventData);
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+
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+ }
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+
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protected override void ProHeroDie(CombatHeroEntity combatHeroEntity, HarmReturnInfo harmReturnInfo)
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{
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if (harmReturnInfo.harmType == HarmType.SystemKo)
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@@ -101,12 +126,13 @@ namespace GameLogic.Combat.CombatType
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{
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if (!isBossCombat)
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{
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- // combatHeroEntity.CurrCombatHeroInfo.heroType
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- // _levelBattleConfig.
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+
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+ EntityDropLogic(combatHeroEntity);
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MiniMonsterDie(combatHeroEntity);
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}
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else if (combatHeroEntity.CurrCombatHeroInfo.heroType == 4) ///boss死了
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{
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+ EntityDropLogic(combatHeroEntity);
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BossKo(combatHeroEntity);
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}
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}
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@@ -184,21 +210,21 @@ namespace GameLogic.Combat.CombatType
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combatItemShowEventData.addValue = _levelBattleConfig.miniExpAndGold[0];
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EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
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- //TODO 装备掉落后,飞特效得逻辑
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- List<string> allEquip = new List<string>();
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- for (int i = 0; i < 3; i++)
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- {
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- int odds = CombatCalculateTool.Instance.GetOdd();
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- if (odds < 20)
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- {
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- allEquip.Add(equipName[CombatCalculateTool.Instance.GetOdd(0, equipName.Count)]);
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- }
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- }
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-
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- Combat_EquipFallEventData combatEquipFallEventData = Combat_EquipFallEventData.Create();
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- combatEquipFallEventData.fallEquip = allEquip.ToArray();
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- combatEquipFallEventData.startPos_WorldPos = combatItemShowEventData.startPos_WorldPos;
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- EventManager.Instance.Dispatch(CustomEventType.Combat_EquipFall, combatEquipFallEventData);
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+ // //TODO 装备掉落后,飞特效得逻辑
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+ // List<string> allEquip = new List<string>();
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+ // for (int i = 0; i < 3; i++)
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+ // {
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+ // int odds = CombatCalculateTool.Instance.GetOdd();
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+ // if (odds < 20)
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+ // {
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+ // allEquip.Add(equipName[CombatCalculateTool.Instance.GetOdd(0, equipName.Count)]);
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+ // }
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+ // }
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+ //
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+ // Combat_EquipFallEventData combatEquipFallEventData = Combat_EquipFallEventData.Create();
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+ // combatEquipFallEventData.fallEquip = allEquip.ToArray();
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+ // combatEquipFallEventData.startPos_WorldPos = combatItemShowEventData.startPos_WorldPos;
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+ // EventManager.Instance.Dispatch(CustomEventType.Combat_EquipFall, combatEquipFallEventData);
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// ShowTextEventData showTextEventData = ShowTextEventData.Create();
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// showTextEventData.text = "+金币 20";
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