| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130 | using System.Collections.Generic;using Fort23.Core;using GameLogic.Hero;namespace Fort23.Mono{    public static class HeroHerlp    {        public static List<HeroAttributeData> GetHeroChageHeroAttributeData(HeroInfo currentHero, HeroInfo newHero)        {            List<HeroAttributeData> heroAttributeDataList = new List<HeroAttributeData>();            if (currentHero.powerUpConfig.ShenshiMax != newHero.powerUpConfig.ShenshiMax)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限", currentHero.powerUpConfig.ShenshiMax.ToString(), "" + newHero.powerUpConfig.ShenshiMax.ToString());                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.hp != newHero.hp)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("生命", currentHero.hp.Value.ToString(), "" + newHero.hp.Value.ToString());                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.attack != newHero.attack)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("攻击", currentHero.attack.Value.ToString(), "" + newHero.attack.Value.ToString());                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.defense != newHero.defense)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("防御", currentHero.defense.Value.ToString(), "" + newHero.defense.Value.ToString());                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("法宝倍率", currentHero.powerUpConfig.MPFactor.ToString(), "" + currentHero.powerUpConfig.MPFactor.ToString());                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("护盾倍率", currentHero.powerUpConfig.HudunFactor.ToString(), "" + currentHero.powerUpConfig.HudunFactor.ToString());                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("防御系数K", currentHero.powerUpConfig.defK.ToString(), "" + currentHero.powerUpConfig.defK.ToString());                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限", currentHero.powerUpConfig.ShenshiMax.ToString(), "" + currentHero.powerUpConfig.ShenshiMax.ToString());                heroAttributeDataList.Add(heroAttributeData);            }            return heroAttributeDataList;        }        public static List<HeroAttributeData> GetHeroChageHeroAttributeData1(HeroInfo currentHero, HeroInfo newHero)        {            List<HeroAttributeData> heroAttributeDataList = new List<HeroAttributeData>();            if (currentHero.powerUpConfig.ShenshiMax != newHero.powerUpConfig.ShenshiMax)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限", currentHero.powerUpConfig.ShenshiMax.ToString(), newHero.powerUpConfig.ShenshiMax - currentHero.powerUpConfig.ShenshiMax + "");                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.hp != newHero.hp)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("生命", currentHero.hp.Value.ToString(), newHero.hp.Value - currentHero.hp.Value + "");                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.attack != newHero.attack)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("攻击", currentHero.attack.Value.ToString(), newHero.attack.Value - currentHero.attack.Value + "");                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.defense != newHero.defense)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("防御", currentHero.defense.Value.ToString(), newHero.defense.Value - currentHero.defense.Value + "");                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("法宝倍率", currentHero.powerUpConfig.MPFactor.ToString(), currentHero.powerUpConfig.MPFactor - currentHero.powerUpConfig.MPFactor + "");                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("护盾倍率", currentHero.powerUpConfig.HudunFactor.ToString(), currentHero.powerUpConfig.HudunFactor - currentHero.powerUpConfig.HudunFactor + "");                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("防御系数K", currentHero.powerUpConfig.defK.ToString(), currentHero.powerUpConfig.defK - currentHero.powerUpConfig.defK + "");                heroAttributeDataList.Add(heroAttributeData);            }            if (currentHero.powerUpConfig.MPFactor != newHero.powerUpConfig.MPFactor)            {                HeroAttributeData heroAttributeData = new HeroAttributeData("神识上限", currentHero.powerUpConfig.ShenshiMax.ToString(), currentHero.powerUpConfig.ShenshiMax - currentHero.powerUpConfig.ShenshiMax + "");                heroAttributeDataList.Add(heroAttributeData);            }            return heroAttributeDataList;        }        public static float GetHeroExp()        {            int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);            float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;            return allexp;        }    }}
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