CombatHeroInfo.cs 8.0 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Core.Language;
  4. using Core.Utility;
  5. using Excel2Json;
  6. using Fort23.UTool;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Hero;
  9. using GameLogic.Player;
  10. using UnityEngine;
  11. using UnityEngine.Serialization;
  12. using Utility;
  13. [System.Serializable]
  14. public class CombatHeroInfo
  15. {
  16. public enum AttributeType
  17. {
  18. Hp,
  19. Att,
  20. Def,
  21. }
  22. public int modelID;
  23. public EncryptionLong hp = new EncryptionLong();
  24. public EncryptionLong defense = new EncryptionLong();
  25. public EncryptionLong attack = new EncryptionLong();
  26. public EncryptionFloat attSpeed = (EncryptionFloat)2;
  27. public EncryptionInt level;
  28. public EncryptionFloat exp = new EncryptionFloat();
  29. public HeroModelConfig modelConfig;
  30. public HeroPowerUpConfig powerUpConfig;
  31. public MonsterPowerUpConfig MonsterPowerUpConfig;
  32. /// <summary>
  33. /// 功法强度的加成 %
  34. /// </summary>
  35. public float gongFaStrength;
  36. /// <summary>
  37. /// 护盾
  38. /// </summary>
  39. public EncryptionLong Shield;
  40. /// <summary>
  41. /// 神识
  42. /// </summary>
  43. public EncryptionLong shenshi;
  44. /// <summary>
  45. /// 添加的攻击速度比例%
  46. /// </summary>
  47. public float addAttSpeed_bl;
  48. /// <summary>
  49. /// 金
  50. /// </summary>
  51. public float Metal=100;
  52. /// <summary>
  53. /// 木
  54. /// </summary>
  55. public float Wood = 100;
  56. /// <summary>
  57. /// 水
  58. /// </summary>
  59. public float Water = 100;
  60. /// <summary>
  61. /// 火
  62. /// </summary>
  63. public float Fire = 100;
  64. /// <summary>
  65. /// 土
  66. /// </summary>
  67. public float Earth = 100;
  68. /// <summary>
  69. /// 金
  70. /// </summary>
  71. public float Metal_Injury;
  72. /// <summary>
  73. /// 木
  74. /// </summary>
  75. public float Wood_Injury;
  76. /// <summary>
  77. /// 水
  78. /// </summary>
  79. public float Water_Injury;
  80. /// <summary>
  81. /// 火
  82. /// </summary>
  83. public float Fire_Injury;
  84. /// <summary>
  85. /// 土
  86. /// </summary>
  87. public float Earth_Injury;
  88. /// <summary>
  89. /// 1=英雄 2=小怪 3=精英怪 4=boss
  90. /// </summary>
  91. public int heroType;
  92. public string modelName;
  93. public bool isMonster;
  94. public int k;
  95. // public int[] skillId;
  96. // public List<SkillConfig> skillConfigs;
  97. /// <summary>
  98. /// 所有已解锁技能的ID
  99. /// </summary>
  100. public List<SkillInfo> unLockSkills = new List<SkillInfo>();
  101. public bool isGpu;
  102. public string heroName;
  103. public List<FaBaoInfo> MagicWeaponID = new List<FaBaoInfo>();
  104. /// <summary>
  105. /// 大道修炼ID
  106. /// </summary>
  107. public int TaoismSkillId;
  108. public float GetAttSpeed
  109. {
  110. get
  111. {
  112. float speed = CombatCalculateTool.Instance.GetVlaueRatioForFloat(attSpeed.Value,
  113. addAttSpeed_bl + 100);
  114. if (speed < 0)
  115. {
  116. speed = 0;
  117. }
  118. return speed;
  119. }
  120. }
  121. public CombatHeroInfo()
  122. {
  123. }
  124. protected Map<AttributeType, int> _AttributeCacheValue = new Map<AttributeType, int>();
  125. public void AddAttributeValueToCache(AttributeType attributeType, int value)
  126. {
  127. if (_AttributeCacheValue.TryGetValue(attributeType, out int v))
  128. {
  129. value += v;
  130. }
  131. _AttributeCacheValue[attributeType] = value;
  132. }
  133. /// <summary>
  134. /// 获取五行灵根属性
  135. /// </summary>
  136. /// <param name="wuXingType"></param>
  137. /// <returns></returns>
  138. public float GetWuXingShuXing(WuXingType wuXingType)
  139. {
  140. switch (wuXingType)
  141. {
  142. case WuXingType.Gold:
  143. return Metal;
  144. break;
  145. case WuXingType.Wood:
  146. return Wood;
  147. break;
  148. case WuXingType.Water:
  149. return Water;
  150. break;
  151. case WuXingType.Fire:
  152. return Fire;
  153. break;
  154. case WuXingType.Earth:
  155. return Earth;
  156. break;
  157. default:
  158. return 0;
  159. }
  160. }
  161. protected void CalBasicAttribute()
  162. {
  163. _AttributeCacheValue.Clear();
  164. if (isMonster)
  165. {
  166. hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor);
  167. defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor);
  168. attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor);
  169. }
  170. else
  171. {
  172. hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor);
  173. defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor);
  174. attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor);
  175. Shield = (EncryptionLong)(modelConfig.shield * powerUpConfig.HudunFactor);
  176. shenshi = (EncryptionLong)(modelConfig.shenshi * powerUpConfig.ShenshiFactor);
  177. k = powerUpConfig.defK;
  178. }
  179. for (_AttributeCacheValue.Begin(); _AttributeCacheValue.Next();)
  180. {
  181. switch (_AttributeCacheValue.Key)
  182. {
  183. case AttributeType.Hp:
  184. hp += CombatCalculateTool.Instance.GetVlaueRatioForLong(hp.Value, _AttributeCacheValue.Value);
  185. break;
  186. case AttributeType.Att:
  187. attack += CombatCalculateTool.Instance.GetVlaueRatioForLong(attack.Value,
  188. _AttributeCacheValue.Value);
  189. break;
  190. case AttributeType.Def:
  191. defense += CombatCalculateTool.Instance.GetVlaueRatioForLong(defense.Value,
  192. _AttributeCacheValue.Value);
  193. break;
  194. }
  195. }
  196. }
  197. public SkillConfig GetGroupSkillConfig(int idGroup)
  198. {
  199. if (unLockSkills == null)
  200. {
  201. return default;
  202. }
  203. for (int i = 0; i < unLockSkills.Count; i++)
  204. {
  205. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(unLockSkills[i]);
  206. if (unLockSkills[i].skillConfig.IDGroup == idGroup)
  207. {
  208. return unLockSkills[i].skillConfig;
  209. }
  210. }
  211. return default;
  212. }
  213. protected void CalAttribute()
  214. {
  215. CalBasicAttribute();
  216. attSpeed = (EncryptionFloat)modelConfig.speed_atk;
  217. // skillId = modelConfig.skillID;
  218. modelName = modelConfig.model;
  219. isGpu = modelConfig.isUseGpu;
  220. heroType = modelConfig.heroType;
  221. }
  222. protected void AddSkillAttribute(SkillConfig skillConfig)
  223. {
  224. if (skillConfig.addPropertyType == null)
  225. {
  226. return;
  227. }
  228. for (int i = 0; i < skillConfig.addPropertyType.Length; i++)
  229. {
  230. int propertyType = skillConfig.addPropertyType[i];
  231. int value = skillConfig.addPropertyValue[i];
  232. switch (propertyType)
  233. {
  234. case 1:
  235. AddAttributeValueToCache(AttributeType.Hp, value);
  236. break;
  237. case 2:
  238. AddAttributeValueToCache(AttributeType.Att, value);
  239. break;
  240. case 3:
  241. AddAttributeValueToCache(AttributeType.Def, value);
  242. break;
  243. }
  244. }
  245. }
  246. protected void SetDataConfig(int modelID, int level)
  247. {
  248. modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(modelID);
  249. if (isMonster)
  250. {
  251. MonsterPowerUpConfig = ConfigComponent.Instance.Get<MonsterPowerUpConfig>(level);
  252. }
  253. else
  254. {
  255. powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
  256. }
  257. this.level = (EncryptionInt)level;
  258. heroName = LanguageManager.Instance.Text(modelConfig.name);
  259. }
  260. public void InitMonster(int modelID, int level)
  261. {
  262. isMonster = true;
  263. SetDataConfig(modelID, level);
  264. CalAttribute();
  265. }
  266. public CombatHeroInfo Copy()
  267. {
  268. CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
  269. return combatHeroInfo;
  270. }
  271. }