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@@ -59,52 +59,56 @@ namespace GameLogic.Hero
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{
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attributeBlValue.Clear();
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CalAttribute();
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- List<FaBaoInfo> myAllFaBao = PlayerManager.Instance.FaBaoControl.myAllFaBao;
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- foreach (var faBaoInfo in myAllFaBao)
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+
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+
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+ if (!PlayerManager.Instance.isTest)
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{
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- if (faBaoInfo.SkillConfig.addPropertyType != null)
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+ List<FaBaoInfo> myAllFaBao = PlayerManager.Instance.FaBaoControl.myAllFaBao;
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+ foreach (var faBaoInfo in myAllFaBao)
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{
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- for (int i = 0; i < faBaoInfo.SkillConfig.addPropertyType.Length; i++)
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+ if (faBaoInfo.SkillConfig.addPropertyType != null)
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{
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- int shuxingID = faBaoInfo.SkillConfig.addPropertyType[i];
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- float shuxingValue = faBaoInfo.SkillConfig.addPropertyValue[i];
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- ComputeHeroAttributeType(shuxingID, shuxingValue);
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+ for (int i = 0; i < faBaoInfo.SkillConfig.addPropertyType.Length; i++)
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+ {
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+ int shuxingID = faBaoInfo.SkillConfig.addPropertyType[i];
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+ float shuxingValue = faBaoInfo.SkillConfig.addPropertyValue[i];
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+ ComputeHeroAttributeType(shuxingID, shuxingValue);
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+ }
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}
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}
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- }
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-
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- ///功法加被动属性
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- List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill;
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- for (int j = 0; j < allSkill.Count; j++)
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- {
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- SkillInfo skillInfo = allSkill[j];
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- if (skillInfo.skillConfig.addPropertyType != null)
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+ ///功法加被动属性
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+ List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill;
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+ for (int j = 0; j < allSkill.Count; j++)
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{
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- for (int i = 0; i < skillInfo.skillConfig.addPropertyType.Length; i++)
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+ SkillInfo skillInfo = allSkill[j];
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+ if (skillInfo.skillConfig.addPropertyType != null)
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{
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- int shuxingID = skillInfo.skillConfig.addPropertyType[i];
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- float shuxingValue = skillInfo.skillConfig.addPropertyValue[i];
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- ComputeHeroAttributeType(shuxingID, shuxingValue);
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+ for (int i = 0; i < skillInfo.skillConfig.addPropertyType.Length; i++)
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+ {
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+ int shuxingID = skillInfo.skillConfig.addPropertyType[i];
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+ float shuxingValue = skillInfo.skillConfig.addPropertyValue[i];
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+ ComputeHeroAttributeType(shuxingID, shuxingValue);
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+ }
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}
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}
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- }
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- foreach (var VARIABLE in attributeBlValue)
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- {
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- switch (VARIABLE.Key)
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+ foreach (var VARIABLE in attributeBlValue)
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{
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- case HeroAttributeType.HP_BL:
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- hp.Value += (long)(hp.Value * (VARIABLE.Value / 100f));
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- break;
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- case HeroAttributeType.ATT_BL:
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- attack.Value += (long)(attack.Value * (VARIABLE.Value / 100f));
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- break;
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- case HeroAttributeType.DEF_BL:
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- defense.Value += (long)(defense.Value * (VARIABLE.Value / 100f));
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- break;
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- case HeroAttributeType.ShengShi_BL:
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- shenshi.Value += (long)(shenshi.Value * (VARIABLE.Value / 100f));
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- break;
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+ switch (VARIABLE.Key)
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+ {
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+ case HeroAttributeType.HP_BL:
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+ hp.Value += (long)(hp.Value * (VARIABLE.Value / 100f));
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+ break;
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+ case HeroAttributeType.ATT_BL:
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+ attack.Value += (long)(attack.Value * (VARIABLE.Value / 100f));
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+ break;
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+ case HeroAttributeType.DEF_BL:
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+ defense.Value += (long)(defense.Value * (VARIABLE.Value / 100f));
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+ break;
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+ case HeroAttributeType.ShengShi_BL:
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+ shenshi.Value += (long)(shenshi.Value * (VARIABLE.Value / 100f));
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+ break;
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+ }
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}
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}
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