CombatHeroInfo.cs 12 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 long
  27. public EncryptionFloat attSpeed
  28. {
  29. get { return _attSpeed; }
  30. }
  31. public EncryptionInt level;
  32. public EncryptionInt exp = new EncryptionInt();
  33. public HeroModelConfig modelConfig;
  34. public HeroPowerUpConfig powerUpConfig;
  35. public MonsterPowerUpConfig MonsterPowerUpConfig;
  36. public EncryptionFloat _attSpeed;
  37. /// <summary>
  38. /// 功法强度的加成 %
  39. /// </summary>
  40. public float gongFaStrength;
  41. /// <summary>
  42. /// 护盾
  43. /// </summary>
  44. public EncryptionLong Shield;
  45. /// <summary>
  46. /// 神识
  47. /// </summary>
  48. public EncryptionLong shenshi;
  49. /// <summary>
  50. /// 添加的攻击速度比例%
  51. /// </summary>
  52. public float addAttSpeed_bl;
  53. /// <summary>
  54. /// 金
  55. /// </summary>
  56. public float Metal = 100;
  57. /// <summary>
  58. /// 木
  59. /// </summary>
  60. public float Wood = 100;
  61. /// <summary>
  62. /// 水
  63. /// </summary>
  64. public float Water = 100;
  65. /// <summary>
  66. /// 火
  67. /// </summary>
  68. public float Fire = 100;
  69. /// <summary>
  70. /// 土
  71. /// </summary>
  72. public float Earth = 100;
  73. /// <summary>
  74. /// 金
  75. /// </summary>
  76. public float Metal_Injury;
  77. /// <summary>
  78. /// 木
  79. /// </summary>
  80. public float Wood_Injury;
  81. /// <summary>
  82. /// 水
  83. /// </summary>
  84. public float Water_Injury;
  85. /// <summary>
  86. /// 火
  87. /// </summary>
  88. public float Fire_Injury;
  89. /// <summary>
  90. /// 土
  91. /// </summary>
  92. public float Earth_Injury;
  93. /// <summary>
  94. /// 火精通
  95. /// </summary>
  96. public float Fire_Proficient;
  97. /// <summary>
  98. /// 土精通
  99. /// </summary>
  100. public float Earth_Proficient;
  101. /// <summary>
  102. /// 水精通
  103. /// </summary>
  104. public float Water_Proficient;
  105. /// <summary>
  106. /// 毒精通
  107. /// </summary>
  108. public float Wood_Proficient;
  109. /// <summary>
  110. /// 流行精通
  111. /// </summary>
  112. public float Metal_Proficient;
  113. /// <summary>
  114. /// 异常伤害增加
  115. /// </summary>
  116. public float abnormalHarmAdd;
  117. /// <summary>
  118. /// 金伤害增加
  119. /// </summary>
  120. public float Metal_HarmAdd;
  121. /// <summary>
  122. /// 火伤害增加
  123. /// </summary>
  124. public float Fire_HarmAdd;
  125. /// <summary>
  126. /// 土伤害增加
  127. /// </summary>
  128. public float Earth_HarmAdd;
  129. /// <summary>
  130. /// 水伤害增加
  131. /// </summary>
  132. public float Water_HarmAdd;
  133. /// <summary>
  134. /// 木伤害增加
  135. /// </summary>
  136. public float Wood_HarmAdd;
  137. /// <summary>
  138. /// 最后伤害减少
  139. /// </summary>
  140. public float finallyHarmReduce;
  141. /// <summary>
  142. /// 最终伤害增加 buff伤害除外
  143. /// </summary>
  144. public float finallyHarmAdd;
  145. /// <summary>
  146. /// 1=英雄 2=小怪 3=精英怪 4=boss
  147. /// </summary>
  148. public int heroType;
  149. public string modelName;
  150. public bool isMonster;
  151. public int k;
  152. // public int[] skillId;
  153. // public List<SkillConfig> skillConfigs;
  154. /// <summary>
  155. /// 所有已解锁技能的ID
  156. /// </summary>
  157. public List<SkillInfo> unLockSkills = new List<SkillInfo>();
  158. public bool isGpu;
  159. public string heroName;
  160. public List<FaBaoInfo> MagicWeaponID = new List<FaBaoInfo>();
  161. /// <summary>
  162. /// 大道修炼ID
  163. /// </summary>
  164. public int TaoismSkillId;
  165. public float GetAttSpeed
  166. {
  167. get
  168. {
  169. float speed = CombatCalculateTool.Instance.GetVlaueRatioForFloat(attSpeed.Value,
  170. addAttSpeed_bl + 100);
  171. if (speed < 0)
  172. {
  173. speed = 0.01f;
  174. }
  175. return speed;
  176. }
  177. }
  178. public float GetAnimationSpeed
  179. {
  180. get { return GetAttSpeed / _attSpeed.Value; }
  181. }
  182. public CombatHeroInfo()
  183. {
  184. }
  185. protected Map<AttributeType, float> _AttributeCacheValue = new Map<AttributeType, float>();
  186. /// <summary>
  187. /// 获取五行灵根属性
  188. /// </summary>
  189. /// <param name="wuXingType"></param>
  190. /// <returns></returns>
  191. public float GetWuXingShuXing(WuXingType wuXingType)
  192. {
  193. switch (wuXingType)
  194. {
  195. case WuXingType.Gold:
  196. float Metal_v = Metal - Metal_Injury;
  197. if (Metal_v < 0)
  198. {
  199. Metal_v = 0;
  200. }
  201. return Metal_v;
  202. break;
  203. case WuXingType.Wood:
  204. float Wood_v = Wood - Wood_Injury;
  205. if (Wood_v < 0)
  206. {
  207. Wood_v = 0;
  208. }
  209. return Wood_v;
  210. break;
  211. case WuXingType.Water:
  212. float Water_v = Water - Water_Injury;
  213. if (Water_v < 0)
  214. {
  215. Water_v = 0;
  216. }
  217. return Water_v;
  218. break;
  219. case WuXingType.Fire:
  220. float Fire_v = Fire - Fire_Injury;
  221. if (Fire_v < 0)
  222. {
  223. Fire_v = 0;
  224. }
  225. return Fire_v;
  226. break;
  227. case WuXingType.Earth:
  228. float Earth_v = Earth - Earth_Injury;
  229. if (Earth_v < 0)
  230. {
  231. Earth_v = 0;
  232. }
  233. return Earth_v;
  234. break;
  235. default:
  236. return 100;
  237. return 0;
  238. }
  239. }
  240. protected void CalBasicAttribute()
  241. {
  242. _AttributeCacheValue.Clear();
  243. modelID = modelConfig.ID;
  244. if (isMonster)
  245. {
  246. unLockSkills.Clear();
  247. hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor);
  248. defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor);
  249. attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor);
  250. k = MonsterPowerUpConfig.defK;
  251. Metal = modelConfig.Linggen[0] * MonsterPowerUpConfig.LinggenUp / 100;
  252. Water = modelConfig.Linggen[1] * MonsterPowerUpConfig.LinggenUp / 100;
  253. Wood = modelConfig.Linggen[2] * MonsterPowerUpConfig.LinggenUp / 100;
  254. Fire = modelConfig.Linggen[3] * MonsterPowerUpConfig.LinggenUp / 100;
  255. Earth = modelConfig.Linggen[4] * MonsterPowerUpConfig.LinggenUp / 100;
  256. Shield = (EncryptionLong)(modelConfig.shield * MonsterPowerUpConfig.HudunFactor);
  257. SetSkillAttSpeed(modelConfig.speed_atk);
  258. if (modelConfig.skillID != null)
  259. {
  260. for (int i = 0; i < modelConfig.skillID.Length; i++)
  261. {
  262. int id = modelConfig.skillID[i];
  263. if (id <= 0)
  264. {
  265. continue;
  266. }
  267. int startLevel = modelConfig.skillActiveLv[i];
  268. if (startLevel > 0 && level < startLevel)
  269. {
  270. continue;
  271. }
  272. SkillInfo skillInfo =
  273. new SkillInfo(id, MonsterPowerUpConfig.GongfaLv, MonsterPowerUpConfig.GongfaStar);
  274. skillInfo.index = i;
  275. unLockSkills.Add(skillInfo);
  276. }
  277. }
  278. if (modelConfig.fa_bao_id != null)
  279. {
  280. for (int i = 0; i < modelConfig.fa_bao_id.Length; i++)
  281. {
  282. int faBaoId = modelConfig.fa_bao_id[i];
  283. int startLevel = modelConfig.fabaoActiveLv[i];
  284. if (startLevel > 0 && level < startLevel)
  285. {
  286. continue;
  287. }
  288. if (faBaoId > 0)
  289. {
  290. FaBaoInfo faBaoInfo = new FaBaoInfo(faBaoId, MonsterPowerUpConfig.FabaoLv,
  291. MonsterPowerUpConfig.FabaoStar);
  292. MagicWeaponID.Add(faBaoInfo);
  293. }
  294. }
  295. }
  296. }
  297. else
  298. {
  299. hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor);
  300. defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor);
  301. attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor);
  302. Shield = (EncryptionLong)(modelConfig.shield * powerUpConfig.HudunFactor);
  303. // shenshi = (EncryptionLong)(modelConfig.shenshi * powerUpConfig.ShenshiFactor);
  304. k = powerUpConfig.defK;
  305. }
  306. for (_AttributeCacheValue.Begin(); _AttributeCacheValue.Next();)
  307. {
  308. switch (_AttributeCacheValue.Key)
  309. {
  310. case AttributeType.Hp:
  311. hp += CombatCalculateTool.Instance.GetVlaueRatioForLong(hp.Value, _AttributeCacheValue.Value);
  312. break;
  313. case AttributeType.Att:
  314. attack += CombatCalculateTool.Instance.GetVlaueRatioForLong(attack.Value,
  315. _AttributeCacheValue.Value);
  316. break;
  317. case AttributeType.Def:
  318. defense += CombatCalculateTool.Instance.GetVlaueRatioForLong(defense.Value,
  319. _AttributeCacheValue.Value);
  320. break;
  321. }
  322. }
  323. if (!isMonster)
  324. {
  325. for (int i = 0; i < MagicWeaponID.Count; i++)
  326. {
  327. FaBaoInfo faBaoInfo = MagicWeaponID[i];
  328. foreach (var VARIABLE in faBaoInfo.attriButedIC)
  329. {
  330. switch (VARIABLE.Key)
  331. {
  332. case 1:
  333. hp += VARIABLE.Value;
  334. break;
  335. case 2:
  336. defense += VARIABLE.Value;
  337. break;
  338. case 3:
  339. attack += VARIABLE.Value;
  340. break;
  341. }
  342. }
  343. }
  344. }
  345. }
  346. public SkillConfig GetGroupSkillConfig(int idGroup)
  347. {
  348. if (unLockSkills == null)
  349. {
  350. return default;
  351. }
  352. for (int i = 0; i < unLockSkills.Count; i++)
  353. {
  354. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(unLockSkills[i]);
  355. if (unLockSkills[i].skillConfig.IDGroup == idGroup)
  356. {
  357. return unLockSkills[i].skillConfig;
  358. }
  359. }
  360. return default;
  361. }
  362. protected void CalAttribute()
  363. {
  364. CalBasicAttribute();
  365. // skillId = modelConfig.skillID;
  366. modelName = modelConfig.model;
  367. isGpu = modelConfig.isUseGpu;
  368. heroType = modelConfig.heroType;
  369. }
  370. public void SetSkillAttSpeed(float attSpeed)
  371. {
  372. _attSpeed = (EncryptionFloat)(1.0f / attSpeed);
  373. }
  374. protected void SetDataConfig(int modelID, int level)
  375. {
  376. modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(modelID);
  377. if (isMonster)
  378. {
  379. MonsterPowerUpConfig = ConfigComponent.Instance.Get<MonsterPowerUpConfig>(level);
  380. }
  381. else
  382. {
  383. powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
  384. }
  385. this.level = (EncryptionInt)level;
  386. heroName = LanguageManager.Instance.Text(modelConfig.name);
  387. }
  388. public void InitMonster(int modelID, int level)
  389. {
  390. isMonster = true;
  391. SetDataConfig(modelID, level);
  392. CalAttribute();
  393. }
  394. public CombatHeroInfo Copy()
  395. {
  396. CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
  397. return combatHeroInfo;
  398. }
  399. }