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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Common.Utility.CombatEvent;
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using Common.Utility.CombatEvent;
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+using Core.Utility;
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using Excel2Json;
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using Excel2Json;
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using Fort23.Core;
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using Fort23.Core;
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using Fort23.UTool;
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using Fort23.UTool;
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@@ -204,7 +205,9 @@ namespace GameLogic.Hero
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daolvSkill daolvSkill = ConfigComponent.Instance.Get<daolvSkill>(keyValuePair.Key);
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daolvSkill daolvSkill = ConfigComponent.Instance.Get<daolvSkill>(keyValuePair.Key);
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ComputeHeroAttributeType(daolvSkill.AttrID, keyValuePair.Value);
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ComputeHeroAttributeType(daolvSkill.AttrID, keyValuePair.Value);
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}
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}
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-
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+ //心境带来的加成
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+ AddSentimentData();
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+
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if (CombatController.currActiveCombat != null && CombatController.currActiveCombat.playerHeroEntity != null)
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if (CombatController.currActiveCombat != null && CombatController.currActiveCombat.playerHeroEntity != null)
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{
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{
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CombatController.currActiveCombat.playerHeroEntity.CurrCombatHeroInfo = this.Copy();
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CombatController.currActiveCombat.playerHeroEntity.CurrCombatHeroInfo = this.Copy();
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@@ -212,6 +215,95 @@ namespace GameLogic.Hero
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}
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}
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}
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}
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+ private void AddSentimentData()
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+ {
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+ SentimentEffectConfig[] allSentimentEffectConfigs = ConfigComponent.Instance.GetAll<SentimentEffectConfig>();
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+ List<AccountFileInfo.SentimentData> SentimentDatas = AccountFileInfo.Instance.playerData.SentimentDatas;
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+ for (int i = 0; i < SentimentDatas.Count; i++)
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+ {
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+ AccountFileInfo.SentimentData sentimentData= SentimentDatas[i];
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+ for (int j = 0; j < sentimentData.sentimentProperties.Count; j++)
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+ {
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+ AddSentimentProperty( sentimentData.sentimentProperties[i],allSentimentEffectConfigs);
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+ }
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+
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+ }
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+ }
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+
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+ private void AddSentimentProperty(AccountFileInfo.SentimentProperty sentimentProperty,SentimentEffectConfig[] allSentimentEffectConfigs)
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+ {
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+ SentimentEffectConfig currSentimentEffectConfig = default;
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+ for (int i = 0; i < allSentimentEffectConfigs.Length; i++)
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+ {
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+ SentimentEffectConfig sentimentEffectConfig= allSentimentEffectConfigs[i];
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+ if(sentimentEffectConfig.groupId==sentimentProperty.groupId&& sentimentEffectConfig.level==sentimentProperty.level)
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+ {
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+ currSentimentEffectConfig= sentimentEffectConfig;
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+ }
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+ }
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+
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+ switch (currSentimentEffectConfig.effectType)
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+ {
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+ case 1:
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+ attack += (EncryptionLong)(attack.Value * currSentimentEffectConfig.effectVale[0] * 0.01f);
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+ break;
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+ case 2:
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+ gongFaStrength += currSentimentEffectConfig.effectVale[0];
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+ break;
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+ case 3:
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+ hp += (EncryptionLong)(hp.Value * currSentimentEffectConfig.effectVale[0] * 0.01f);
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+ break;
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+ case 4:
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+ defense += (EncryptionLong)(defense.Value * currSentimentEffectConfig.effectVale[0] * 0.01f);
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+ break;
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+ case 5:
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+ int type = currSentimentEffectConfig.effectVale[0];
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+ switch ((HeroAttributeType)type)
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+ {
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+ case HeroAttributeType.Gold:
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+ Metal += currSentimentEffectConfig.effectVale[1];
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+ break;
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+ case HeroAttributeType.Wood:
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+ Wood += currSentimentEffectConfig.effectVale[1];
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+ break;
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+ case HeroAttributeType.Fire:
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+ Fire += currSentimentEffectConfig.effectVale[1];
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+ break;
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+ case HeroAttributeType.Water:
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+ Water += currSentimentEffectConfig.effectVale[1];
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+ break;
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+ case HeroAttributeType.Earth:
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+ Earth += currSentimentEffectConfig.effectVale[1];
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+ break;
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+ }
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+ break;
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+ case 6:
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+ finallyHarmReduce= currSentimentEffectConfig.effectVale[0];
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+ break;
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+ case 7:
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+ abnormalHarmAdd= currSentimentEffectConfig.effectVale[0];
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+ break;
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+ case 8:
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+ Fire_Proficient= currSentimentEffectConfig.effectVale[0];
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+ break;
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+ case 9:
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+ Wood_Proficient= currSentimentEffectConfig.effectVale[0];
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+ break;
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+ case 10:
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+ Metal_Proficient= currSentimentEffectConfig.effectVale[0];
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+ break;
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+ case 11:
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+ Water_Proficient= currSentimentEffectConfig.effectVale[0];
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+ break;
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+ case 12:
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+ Earth_Proficient= currSentimentEffectConfig.effectVale[0];
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+ break;
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+ case 99:
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+ // Fire_HarmAdd= currSentimentEffectConfig.effectVale[0];
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+ break;
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+
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+ }
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+ }
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private void ComputeHeroAttributeType(int shuxingID, float value)
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private void ComputeHeroAttributeType(int shuxingID, float value)
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{
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{
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