using System.Collections; using System.Collections.Generic; using Core.Language; using Core.Utility; using Excel2Json; using Fort23.UTool; using GameLogic.Combat.CombatTool; using GameLogic.Hero; using UnityEngine; using UnityEngine.Serialization; using Utility; [System.Serializable] public class CombatHeroInfo { public enum AttributeType { Hp, Att, Def, } 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; /// /// 减少收到的暴击伤害 /// public float reduceHitCritDamage; /// /// 减少收到的伤害 /// public float reduceHitDamage; /// /// 技能暴击伤害 /// public float skillCritDamage; /// /// 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; protected Map _AttributeCacheValue = new Map(); /// /// 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; } public void AddAttributeValueToCache(AttributeType attributeType, int value) { if (_AttributeCacheValue.TryGetValue(attributeType, out int v)) { value += v; } _AttributeCacheValue[attributeType] = value; } protected void CalBasicAttribute() { _AttributeCacheValue.Clear(); 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(); for (_AttributeCacheValue.Begin(); _AttributeCacheValue.Next();) { switch (_AttributeCacheValue.Key) { case AttributeType.Hp: hp += CombatCalculateTool.Instance.GetVlaueRatioForLong(hp.Value, _AttributeCacheValue.Value); break; case AttributeType.Att: attack += CombatCalculateTool.Instance.GetVlaueRatioForLong(attack.Value, _AttributeCacheValue.Value); break; case AttributeType.Def: defense += CombatCalculateTool.Instance.GetVlaueRatioForLong(defense.Value, _AttributeCacheValue.Value); break; } } } public SkillConfig GetGroupSkillConfig(int idGroup) { if (unLockSkills == null) { return default; } for (int i = 0; i < unLockSkills.Count; i++) { SkillConfig skillConfig = ConfigComponent.Instance.Get(unLockSkills[i]); if (skillConfig.IDGroup == idGroup) { return skillConfig; } } return default; } 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); AddSkillAttribute(skillConfig); } } } protected void AddSkillAttribute(SkillConfig skillConfig) { if (skillConfig.addPropertyType == null) { return; } for (int i = 0; i < skillConfig.addPropertyType.Length; i++) { int propertyType = skillConfig.addPropertyType[i]; int value = skillConfig.addPropertyValue[i]; switch (propertyType) { case 1: AddAttributeValueToCache(AttributeType.Hp, value); break; case 2: AddAttributeValueToCache(AttributeType.Att, value); break; case 3: AddAttributeValueToCache(AttributeType.Def, value); break; } } } 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; } }