using System.Collections.Generic; using Excel2Json; using Fort23.UTool; using GameLogic.Hero; using UnityEngine; namespace GameLogic.CombatScenesTool { public class TestCombatHeroConfig : MonoBehaviour { [System.Serializable] public class TestHeroInfoConfig { public int heroID; [Header("等级")] public int level; [Header("额外生命")] public int hp; [Header("额外攻击力")] public int att; [Header("额外防御")] public int def; [Header("金")] public int jing; [Header("木")] public int mu; [Header("水")] public int shui; [Header("火")] public int huo; [Header("土")] public int tu; [Header("测试功法(skill ID)")] public List skill; [Header("测试场景功法等级")] public int skillLevel=1; [Header("测试场景功法星级")] public int skillStart=1; [Header("测试法宝 法宝ID")] public List magicWeaponId; public void CopyToCombatHeroInfo(CombatHeroInfo combatHeroInfo) { combatHeroInfo.InitMonster(heroID, level); // int[] skill = combatHeroInfo.modelConfig.skillID; if (magicWeaponId != null && magicWeaponId.Count > 0) { int fbLevel = ((level - 1) / 10) + 1; if (fbLevel <= 0) { fbLevel = 1; } combatHeroInfo.MagicWeaponID.Clear(); for (int i = 0; i < magicWeaponId.Count; i++) { FaBaoInfo faBaoInfo = new FaBaoInfo(magicWeaponId[i], fbLevel); combatHeroInfo.MagicWeaponID.Add(faBaoInfo); } } if (skill.Count > 0) { combatHeroInfo.unLockSkills.Clear(); for (int i = 0; i < skill.Count; i++) { SkillInfo skillInfo = new SkillInfo(skill[i], skillLevel,skillStart); skillInfo.index = i; combatHeroInfo.unLockSkills.Add(skillInfo); } } combatHeroInfo.hp.Value += (hp); combatHeroInfo.attack.Value += (att); } } public TestHeroInfoConfig[] myHeroInfo; public List enemyHeroInfo = new List(); } }