using System.Collections; using System.Collections.Generic; using Core.Utility; using Excel2Json; using Fort23.UTool; using UnityEngine; using UnityEngine.Serialization; [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; /// /// 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 bool isGpu; 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); } 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; } 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; } public void InitMonster(int modelID,int level, int star = 1) { SetDataConfig(modelID, level, star); CalFactor(); CalAttribute(); } // 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; } }