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();
public EncryptionFloat attSpeed = new EncryptionFloat();
public EncryptionFloat crit = new EncryptionFloat();
public EncryptionFloat critDamage = new EncryptionFloat();
// public EncryptionFloat dodge = new EncryptionFloat();
public EncryptionInt level;
public HeroModelConfig modelConfig;
public HeroPowerUpConfig powerUpConfig;
public MonsterPowerUpConfig MonsterPowerUpConfig;
public HeroPromoteConfig promoteConfig;
public HeroBasicEquipConfig basicEquipConfig;
public long defK;
///
/// 闪避 默认10%的几率
///
public float dodge = 5;
///
/// 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 bool isMonster;
// 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 List MagicWeaponID;
public CombatHeroInfo()
{
}
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();
if (isMonster)
{
hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor * factor);
defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor * factor);
attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor * factor);
defK = MonsterPowerUpConfig.defK;
// expGain = (EncryptionLong)(modelConfig.expGain * MonsterPowerUpConfig.EXPFactor * factor);
}
else
{
hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor * factor);
defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor * factor);
attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor * factor);
defK = powerUpConfig.defK;
//职业装备提供的属性
hp += PlayerManager.Instance.eqController.zyEqAddAttributeDic[modelConfig.profession].hp;
defense += PlayerManager.Instance.eqController.zyEqAddAttributeDic[modelConfig.profession].def;
attack += PlayerManager.Instance.eqController.zyEqAddAttributeDic[modelConfig.profession].atk;
}
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();
}
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);
if (isMonster)
{
MonsterPowerUpConfig = ConfigComponent.Instance.Get(level);
}
else
{
powerUpConfig = ConfigComponent.Instance.Get(level);
}
promoteConfig = ConfigComponent.Instance.Get(star);
this.level = (EncryptionInt)level;
heroName = LanguageManager.Instance.Text(modelConfig.name);
}
public void InitMonster(int modelID, int level, int star = 1)
{
isMonster = true;
SetDataConfig(modelID, level, star);
CalFactor();
CalAttribute();
}
public CombatHeroInfo Copy()
{
CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
return combatHeroInfo;
}
}