using System.Collections;
using System.Collections.Generic;
using Core.Language;
using Core.Utility;
using Excel2Json;
using Fort23.UTool;
using GameLogic.Hero;
using UnityEngine;
using UnityEngine.Serialization;
using Utility;
[System.Serializable]
public class CombatHeroInfo
{
public int modelID;
public EncryptionLong hp = new EncryptionLong();
public EncryptionLong defense = new EncryptionLong();
public EncryptionLong attack = new EncryptionLong();
///
/// 闪避 evasion
///
public EncryptionInt shanbi = new EncryptionInt();
///
/// 经验产出
///
public EncryptionLong expGain = new EncryptionLong();
public EncryptionFloat attSpeed = new EncryptionFloat();
public EncryptionFloat crit =new EncryptionFloat();
public EncryptionFloat critDamage =new EncryptionFloat();
// public EncryptionFloat dodge = new EncryptionFloat();
public EncryptionInt level;
public EncryptionInt star;
public HeroModelConfig modelConfig;
public HeroPowerUpConfig powerUpConfig;
public HeroPromoteConfig promoteConfig;
public HeroBasicEquipConfig basicEquipConfig;
///
/// 闪避 默认10%的几率
///
public float dodge=10;
///
/// 1=英雄 2=小怪 3=精英怪 4=boss
///
public int heroType;
public string modelName;
public float maxDis=2;
public float maxDisTo=2*2;
// public int[] skillId;
// public List skillConfigs;
///
/// 所有已解锁技能的ID
///
public List unLockSkills;
public bool isGpu;
public string heroName;
public CombatHeroInfo()
{
}
// public CombatHeroInfo(AccountFileInfo.HeroData heroData)
// {
// modelConfig = ConfigComponent.Instance.Get(heroData.heroModelId);
// promoteConfig = ConfigComponent.Instance.Get(heroData.heroPromoteId);
// powerConfig = ConfigComponent.Instance.Get(heroData.heroPowerId);
// star = promoteConfig.starGrade;
// lv = powerConfig.heroLevel;
// }
private float rarityFactor;
private float starFactor;
private float factor;
///
/// 计算影响基础属性的参数
/// (稀有度、星级)
///
protected void CalFactor()
{
rarityFactor = PlayerManager.Instance.gameConstantConfig.monsterRarityAttributeFactor[modelConfig.rarity-1]
/ 100f;
starFactor = promoteConfig.star_Power / 100f;
factor = rarityFactor * starFactor;
}
protected void CalBasicAttribute()
{
hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor * factor);
defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor * factor);
attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor * factor);
shanbi = (EncryptionInt)(modelConfig.shanbi * powerUpConfig.SHANBIFactor * factor);
expGain = (EncryptionLong)(modelConfig.expGain * powerUpConfig.EXPFactor * factor);
CalUnLockSkill();
}
protected void CalAttribute()
{
CalBasicAttribute();
attSpeed = (EncryptionFloat)modelConfig.speed_atk;
crit = (EncryptionFloat)modelConfig.crit;
// skillId = modelConfig.skillID;
modelName = modelConfig.model;
isGpu = modelConfig.isUseGpu;
maxDis = modelConfig.range_atk;
maxDisTo = maxDis * maxDis;
heroType = modelConfig.heroType;
}
///
/// 计算解锁技能
///
public void CalUnLockSkill()
{
unLockSkills = new List();
for (int i = 0; i < modelConfig.skillID.Length; i++)
{
SkillConfig skillConfig = PlayerManager.Instance.heroController.GetHighestLevelOr1(modelConfig.skillID[i], level.Value, star.Value, true);
if (skillConfig.ID > 0)
{
unLockSkills.Add(skillConfig.ID);
}
}
}
protected void SetDataConfig(int modelID,int level, int star)
{
modelConfig = ConfigComponent.Instance.Get(modelID);
powerUpConfig = ConfigComponent.Instance.Get(level);
promoteConfig = ConfigComponent.Instance.Get(star);
this.level = (EncryptionInt)level;
this.star = (EncryptionInt)star;
heroName = LanguageManager.Instance.Text(modelConfig.name);
}
public void InitMonster(int modelID,int level, int star = 1)
{
SetDataConfig(modelID, level, star);
CalFactor();
CalAttribute();
// SkillData = new SkillData(this);
// SkillData.InitSkills();
}
// public void InitMonster(int id,int level)
// {
// HeroModelConfig heroModelConfig = ConfigComponent.Instance.Get(id);
// HeroPowerUpConfig heroPowerUpConfig = ConfigComponent.Instance.Get(level);
// hp = (EncryptionLong)(heroModelConfig.hp*heroPowerUpConfig.HPFactor);
// defense=(EncryptionLong)(heroModelConfig.def*heroPowerUpConfig.DEFFactor);
// attack=(EncryptionLong)(heroModelConfig.attack*heroPowerUpConfig.ATKFactor);
// attSpeed=(EncryptionFloat)heroModelConfig.speed_atk;
// crit=(EncryptionFloat)heroModelConfig.crit;
// skillId = heroModelConfig.skillID;
// modelName = heroModelConfig.model;
// isGpu = heroModelConfig.isUseGpu;
// maxDis=heroModelConfig.range_atk;
// maxDisTo = maxDis * maxDis;
// }
public CombatHeroInfo Copy()
{
CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
return combatHeroInfo;
}
}