CombatHeroInfo.cs 7.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313
  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. /// 护盾
  34. /// </summary>
  35. public EncryptionLong Shield;
  36. /// <summary>
  37. /// 神识
  38. /// </summary>
  39. public EncryptionLong shenshi;
  40. /// <summary>
  41. /// 添加的攻击速度比例%
  42. /// </summary>
  43. public float addAttSpeed_bl;
  44. /// <summary>
  45. /// 金
  46. /// </summary>
  47. public float Metal;
  48. /// <summary>
  49. /// 木
  50. /// </summary>
  51. public float Wood;
  52. /// <summary>
  53. /// 水
  54. /// </summary>
  55. public float Water;
  56. /// <summary>
  57. /// 火
  58. /// </summary>
  59. public float Fire;
  60. /// <summary>
  61. /// 土
  62. /// </summary>
  63. public float Earth;
  64. /// <summary>
  65. /// 金
  66. /// </summary>
  67. public float Metal_Injury;
  68. /// <summary>
  69. /// 木
  70. /// </summary>
  71. public float Wood_Injury;
  72. /// <summary>
  73. /// 水
  74. /// </summary>
  75. public float Water_Injury;
  76. /// <summary>
  77. /// 火
  78. /// </summary>
  79. public float Fire_Injury;
  80. /// <summary>
  81. /// 土
  82. /// </summary>
  83. public float Earth_Injury;
  84. /// <summary>
  85. /// 1=英雄 2=小怪 3=精英怪 4=boss
  86. /// </summary>
  87. public int heroType;
  88. public string modelName;
  89. public bool isMonster;
  90. public int k;
  91. // public int[] skillId;
  92. // public List<SkillConfig> skillConfigs;
  93. /// <summary>
  94. /// 所有已解锁技能的ID
  95. /// </summary>
  96. public List<SkillInfo> unLockSkills = new List<SkillInfo>();
  97. public bool isGpu;
  98. public string heroName;
  99. public List<FaBaoInfo> MagicWeaponID = new List<FaBaoInfo>();
  100. public float GetAttSpeed
  101. {
  102. get
  103. {
  104. float speed = CombatCalculateTool.Instance.GetVlaueRatioForFloat(attSpeed.Value,
  105. addAttSpeed_bl + 100);
  106. if (speed < 0)
  107. {
  108. speed = 0;
  109. }
  110. return speed;
  111. }
  112. }
  113. public CombatHeroInfo()
  114. {
  115. }
  116. protected Map<AttributeType, int> _AttributeCacheValue = new Map<AttributeType, int>();
  117. public void AddAttributeValueToCache(AttributeType attributeType, int value)
  118. {
  119. if (_AttributeCacheValue.TryGetValue(attributeType, out int v))
  120. {
  121. value += v;
  122. }
  123. _AttributeCacheValue[attributeType] = value;
  124. }
  125. public float GetWuXingShuXing(WuXingType wuXingType)
  126. {
  127. switch (wuXingType)
  128. {
  129. case WuXingType.Gold:
  130. return Metal;
  131. break;
  132. case WuXingType.Wood:
  133. return Wood;
  134. break;
  135. case WuXingType.Water:
  136. return Water;
  137. break;
  138. case WuXingType.Fire:
  139. return Fire;
  140. break;
  141. case WuXingType.Earth:
  142. return Earth;
  143. break;
  144. default:
  145. return 0;
  146. }
  147. }
  148. protected void CalBasicAttribute()
  149. {
  150. _AttributeCacheValue.Clear();
  151. if (isMonster)
  152. {
  153. hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor);
  154. defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor);
  155. attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor);
  156. }
  157. else
  158. {
  159. hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor);
  160. defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor);
  161. attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor);
  162. Shield = (EncryptionLong)(modelConfig.shield * powerUpConfig.HudunFactor);
  163. shenshi = (EncryptionLong)(modelConfig.shenshi * powerUpConfig.ShenshiFactor);
  164. k = powerUpConfig.defK;
  165. }
  166. for (_AttributeCacheValue.Begin(); _AttributeCacheValue.Next();)
  167. {
  168. switch (_AttributeCacheValue.Key)
  169. {
  170. case AttributeType.Hp:
  171. hp += CombatCalculateTool.Instance.GetVlaueRatioForLong(hp.Value, _AttributeCacheValue.Value);
  172. break;
  173. case AttributeType.Att:
  174. attack += CombatCalculateTool.Instance.GetVlaueRatioForLong(attack.Value,
  175. _AttributeCacheValue.Value);
  176. break;
  177. case AttributeType.Def:
  178. defense += CombatCalculateTool.Instance.GetVlaueRatioForLong(defense.Value,
  179. _AttributeCacheValue.Value);
  180. break;
  181. }
  182. }
  183. }
  184. public SkillConfig GetGroupSkillConfig(int idGroup)
  185. {
  186. if (unLockSkills == null)
  187. {
  188. return default;
  189. }
  190. for (int i = 0; i < unLockSkills.Count; i++)
  191. {
  192. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(unLockSkills[i]);
  193. if (unLockSkills[i].skillConfig.IDGroup == idGroup)
  194. {
  195. return unLockSkills[i].skillConfig;
  196. }
  197. }
  198. return default;
  199. }
  200. protected void CalAttribute()
  201. {
  202. CalBasicAttribute();
  203. attSpeed = (EncryptionFloat)modelConfig.speed_atk;
  204. // skillId = modelConfig.skillID;
  205. modelName = modelConfig.model;
  206. isGpu = modelConfig.isUseGpu;
  207. heroType = modelConfig.heroType;
  208. }
  209. protected void AddSkillAttribute(SkillConfig skillConfig)
  210. {
  211. if (skillConfig.addPropertyType == null)
  212. {
  213. return;
  214. }
  215. for (int i = 0; i < skillConfig.addPropertyType.Length; i++)
  216. {
  217. int propertyType = skillConfig.addPropertyType[i];
  218. int value = skillConfig.addPropertyValue[i];
  219. switch (propertyType)
  220. {
  221. case 1:
  222. AddAttributeValueToCache(AttributeType.Hp, value);
  223. break;
  224. case 2:
  225. AddAttributeValueToCache(AttributeType.Att, value);
  226. break;
  227. case 3:
  228. AddAttributeValueToCache(AttributeType.Def, value);
  229. break;
  230. }
  231. }
  232. }
  233. protected void SetDataConfig(int modelID, int level)
  234. {
  235. modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(modelID);
  236. if (isMonster)
  237. {
  238. MonsterPowerUpConfig = ConfigComponent.Instance.Get<MonsterPowerUpConfig>(level);
  239. }
  240. else
  241. {
  242. powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
  243. }
  244. this.level = (EncryptionInt)level;
  245. heroName = LanguageManager.Instance.Text(modelConfig.name);
  246. }
  247. public void InitMonster(int modelID, int level)
  248. {
  249. isMonster = true;
  250. SetDataConfig(modelID, level);
  251. CalAttribute();
  252. }
  253. public CombatHeroInfo Copy()
  254. {
  255. CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
  256. return combatHeroInfo;
  257. }
  258. }