CombatHeroInfo.cs 11 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. /// 1=英雄 2=小怪 3=精英怪 4=boss
  95. /// </summary>
  96. public int heroType;
  97. public string modelName;
  98. public bool isMonster;
  99. public int k;
  100. // public int[] skillId;
  101. // public List<SkillConfig> skillConfigs;
  102. /// <summary>
  103. /// 所有已解锁技能的ID
  104. /// </summary>
  105. public List<SkillInfo> unLockSkills = new List<SkillInfo>();
  106. public bool isGpu;
  107. public string heroName;
  108. public List<FaBaoInfo> MagicWeaponID = new List<FaBaoInfo>();
  109. /// <summary>
  110. /// 大道修炼ID
  111. /// </summary>
  112. public int TaoismSkillId;
  113. public float GetAttSpeed
  114. {
  115. get
  116. {
  117. float speed = CombatCalculateTool.Instance.GetVlaueRatioForFloat(attSpeed.Value,
  118. addAttSpeed_bl + 100);
  119. if (speed < 0)
  120. {
  121. speed = 0.01f;
  122. }
  123. return speed;
  124. }
  125. }
  126. public float GetAnimationSpeed
  127. {
  128. get { return GetAttSpeed / _attSpeed.Value; }
  129. }
  130. public CombatHeroInfo()
  131. {
  132. }
  133. protected Map<AttributeType, float> _AttributeCacheValue = new Map<AttributeType, float>();
  134. /// <summary>
  135. /// 获取五行灵根属性
  136. /// </summary>
  137. /// <param name="wuXingType"></param>
  138. /// <returns></returns>
  139. public float GetWuXingShuXing(WuXingType wuXingType)
  140. {
  141. switch (wuXingType)
  142. {
  143. case WuXingType.Gold:
  144. float Metal_v = Metal - Metal_Injury;
  145. if (Metal_v < 0)
  146. {
  147. Metal_v = 0;
  148. }
  149. return Metal_v;
  150. break;
  151. case WuXingType.Wood:
  152. float Wood_v = Wood - Wood_Injury;
  153. if (Wood_v < 0)
  154. {
  155. Wood_v = 0;
  156. }
  157. return Wood_v;
  158. break;
  159. case WuXingType.Water:
  160. float Water_v = Water - Water_Injury;
  161. if (Water_v < 0)
  162. {
  163. Water_v = 0;
  164. }
  165. return Water_v;
  166. break;
  167. case WuXingType.Fire:
  168. float Fire_v = Fire - Fire_Injury;
  169. if (Fire_v < 0)
  170. {
  171. Fire_v = 0;
  172. }
  173. return Fire_v;
  174. break;
  175. case WuXingType.Earth:
  176. float Earth_v = Earth - Earth_Injury;
  177. if (Earth_v < 0)
  178. {
  179. Earth_v = 0;
  180. }
  181. return Earth_v;
  182. break;
  183. default:
  184. return 0;
  185. }
  186. }
  187. protected void CalBasicAttribute()
  188. {
  189. _AttributeCacheValue.Clear();
  190. modelID = modelConfig.ID;
  191. if (isMonster)
  192. {
  193. unLockSkills.Clear();
  194. hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor);
  195. defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor);
  196. attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor);
  197. k = MonsterPowerUpConfig.defK;
  198. Metal = modelConfig.Linggen[0] * MonsterPowerUpConfig.LinggenUp / 100;
  199. Water = modelConfig.Linggen[1] * MonsterPowerUpConfig.LinggenUp / 100;
  200. Wood = modelConfig.Linggen[2] * MonsterPowerUpConfig.LinggenUp / 100;
  201. Fire = modelConfig.Linggen[3] * MonsterPowerUpConfig.LinggenUp / 100;
  202. Earth = modelConfig.Linggen[4] * MonsterPowerUpConfig.LinggenUp / 100;
  203. Shield = (EncryptionLong)(modelConfig.shield * MonsterPowerUpConfig.HudunFactor);
  204. SetSkillAttSpeed(modelConfig.speed_atk);
  205. if (modelConfig.skillID != null)
  206. {
  207. for (int i = 0; i < modelConfig.skillID.Length; i++)
  208. {
  209. int id = modelConfig.skillID[i];
  210. if (id <= 0)
  211. {
  212. continue;
  213. }
  214. int startLevel = modelConfig.skillActiveLv[i];
  215. if (startLevel > 0 && level < startLevel)
  216. {
  217. continue;
  218. }
  219. SkillInfo skillInfo =
  220. new SkillInfo(id, MonsterPowerUpConfig.GongfaLv, MonsterPowerUpConfig.GongfaStar);
  221. skillInfo.index = i;
  222. unLockSkills.Add(skillInfo);
  223. }
  224. }
  225. if (modelConfig.fa_bao_id != null)
  226. {
  227. for (int i = 0; i < modelConfig.fa_bao_id.Length; i++)
  228. {
  229. int faBaoId = modelConfig.fa_bao_id[i];
  230. int startLevel = modelConfig.fabaoActiveLv[i];
  231. if (startLevel > 0 && level < startLevel)
  232. {
  233. continue;
  234. }
  235. if (faBaoId > 0)
  236. {
  237. FaBaoInfo faBaoInfo = new FaBaoInfo(faBaoId, MonsterPowerUpConfig.FabaoLv,
  238. MonsterPowerUpConfig.FabaoStar);
  239. MagicWeaponID.Add(faBaoInfo);
  240. }
  241. }
  242. }
  243. }
  244. else
  245. {
  246. hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor);
  247. defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor);
  248. attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor);
  249. Shield = (EncryptionLong)(modelConfig.shield * powerUpConfig.HudunFactor);
  250. // shenshi = (EncryptionLong)(modelConfig.shenshi * powerUpConfig.ShenshiFactor);
  251. k = powerUpConfig.defK;
  252. }
  253. for (_AttributeCacheValue.Begin(); _AttributeCacheValue.Next();)
  254. {
  255. switch (_AttributeCacheValue.Key)
  256. {
  257. case AttributeType.Hp:
  258. hp += CombatCalculateTool.Instance.GetVlaueRatioForLong(hp.Value, _AttributeCacheValue.Value);
  259. break;
  260. case AttributeType.Att:
  261. attack += CombatCalculateTool.Instance.GetVlaueRatioForLong(attack.Value,
  262. _AttributeCacheValue.Value);
  263. break;
  264. case AttributeType.Def:
  265. defense += CombatCalculateTool.Instance.GetVlaueRatioForLong(defense.Value,
  266. _AttributeCacheValue.Value);
  267. break;
  268. }
  269. }
  270. if (!isMonster)
  271. {
  272. for (int i = 0; i < MagicWeaponID.Count; i++)
  273. {
  274. FaBaoInfo faBaoInfo = MagicWeaponID[i];
  275. foreach (var VARIABLE in faBaoInfo.attriButedIC)
  276. {
  277. switch (VARIABLE.Key)
  278. {
  279. case 1:
  280. hp += VARIABLE.Value;
  281. break;
  282. case 2:
  283. defense += VARIABLE.Value;
  284. break;
  285. case 3:
  286. attack += VARIABLE.Value;
  287. break;
  288. }
  289. }
  290. }
  291. }
  292. }
  293. public SkillConfig GetGroupSkillConfig(int idGroup)
  294. {
  295. if (unLockSkills == null)
  296. {
  297. return default;
  298. }
  299. for (int i = 0; i < unLockSkills.Count; i++)
  300. {
  301. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(unLockSkills[i]);
  302. if (unLockSkills[i].skillConfig.IDGroup == idGroup)
  303. {
  304. return unLockSkills[i].skillConfig;
  305. }
  306. }
  307. return default;
  308. }
  309. protected void CalAttribute()
  310. {
  311. CalBasicAttribute();
  312. // skillId = modelConfig.skillID;
  313. modelName = modelConfig.model;
  314. isGpu = modelConfig.isUseGpu;
  315. heroType = modelConfig.heroType;
  316. }
  317. public void SetSkillAttSpeed(float attSpeed)
  318. {
  319. _attSpeed = (EncryptionFloat)(1.0f / attSpeed);
  320. }
  321. protected void SetDataConfig(int modelID, int level)
  322. {
  323. modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(modelID);
  324. if (isMonster)
  325. {
  326. MonsterPowerUpConfig = ConfigComponent.Instance.Get<MonsterPowerUpConfig>(level);
  327. }
  328. else
  329. {
  330. powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
  331. }
  332. this.level = (EncryptionInt)level;
  333. heroName = LanguageManager.Instance.Text(modelConfig.name);
  334. }
  335. public void InitMonster(int modelID, int level)
  336. {
  337. isMonster = true;
  338. SetDataConfig(modelID, level);
  339. CalAttribute();
  340. }
  341. public CombatHeroInfo Copy()
  342. {
  343. CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
  344. return combatHeroInfo;
  345. }
  346. }