| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338 | using System;using Common.Utility.CombatEvent;using Core.BattleReport;using Core.Language;using Fort23.Core;using GameLogic.Combat.Buff;using GameLogic.Combat.Skill;namespace GameLogic.Combat.CombatTool.CombatReport{    public class CombatReportEntityInfo : IDisposable    {        public CombatHeroEntity CombatHeroEntity;        /// <summary>        /// 英雄数据面板        /// </summary>        public BattleReportValueDataModule HeroInfoModule = new BattleReportValueDataModule();        /// <summary>        /// 战斗照成信息面板        /// </summary>        public BattleReportValueDataModule CombatInfoModule = new BattleReportValueDataModule();        /// <summary>        /// 治疗信息        /// </summary>        public BattleReportValueDataModule zhiLiao = new BattleReportValueDataModule();        /// <summary>        /// 被治疗信息        /// </summary>        public BattleReportValueDataModule beiZhiLiao = new BattleReportValueDataModule();        /// <summary>        /// 战斗受到伤害信息面板        /// </summary>        public BattleReportValueDataModule InjuredInfoModule = new BattleReportValueDataModule();        /// <summary>        /// 功法被削弱        /// </summary>        public BattleReportValueDataModule gongFaBeiXueRuo = new BattleReportValueDataModule();        /// <summary>        /// 战斗日子面板        /// </summary>        public ReportFightMassgeLogDataModule MsgModule = new ReportFightMassgeLogDataModule();        public long allHarm = 0;        public long allZhiLiao = 0;        public long allBeiZhiLiao = 0;        public long allChengShang = 0;                public void Init(CombatHeroEntity combatHeroEntity)        {            CombatHeroEntity = combatHeroEntity;            HeroInfoModule.SetMax("计算K", CombatHeroEntity.MaxCombatHeroInfo.k);            HeroInfoModule.SetMax("生命", CombatHeroEntity.MaxCombatHeroInfo.hp.Value);            HeroInfoModule.SetMax("攻击力", CombatHeroEntity.MaxCombatHeroInfo.attack.Value);            HeroInfoModule.SetMax("防御", CombatHeroEntity.MaxCombatHeroInfo.defense.Value);            HeroInfoModule.SetMax("攻击速度", CombatHeroEntity.MaxCombatHeroInfo.attSpeed.Value);            HeroInfoModule.SetMax("额外攻击速度%", CombatHeroEntity.MaxCombatHeroInfo.addAttSpeed_bl);            HeroInfoModule.SetMax("护盾值", CombatHeroEntity.MaxCombatHeroInfo.Shield.Value);            HeroInfoModule.SetMax("神识", CombatHeroEntity.MaxCombatHeroInfo.shenshi.Value);            HeroInfoModule.SetMax("金灵根", CombatHeroEntity.MaxCombatHeroInfo.Metal);            HeroInfoModule.SetMax("木灵根", CombatHeroEntity.MaxCombatHeroInfo.Wood);            HeroInfoModule.SetMax("水灵根", CombatHeroEntity.MaxCombatHeroInfo.Water);            HeroInfoModule.SetMax("火灵根", CombatHeroEntity.MaxCombatHeroInfo.Fire);            HeroInfoModule.SetMax("土灵根", CombatHeroEntity.MaxCombatHeroInfo.Earth);            HeroInfoModule.SetMax("金伤势", CombatHeroEntity.MaxCombatHeroInfo.Metal_Injury);            HeroInfoModule.SetMax("木伤势", CombatHeroEntity.MaxCombatHeroInfo.Wood_Injury);            HeroInfoModule.SetMax("水伤势", CombatHeroEntity.MaxCombatHeroInfo.Water_Injury);            HeroInfoModule.SetMax("火伤势", CombatHeroEntity.MaxCombatHeroInfo.Fire_Injury);            HeroInfoModule.SetMax("土伤势", CombatHeroEntity.MaxCombatHeroInfo.Earth_Injury);            CombatEventManager.Instance.AddEventListener(CombatEventType.HeroInjured, HeroInjured);            CombatEventManager.Instance.AddEventListener(CombatEventType.RecoverUpdate, RecoverUpdate);            CombatEventManager.Instance.AddEventListener(CombatEventType.AddBuff, AddBuff);            CombatEventManager.Instance.AddEventListener(CombatEventType.RemoveBuff, RemoveBuff);            CombatEventManager.Instance.AddEventListener(CombatEventType.UseSkill, UseSkill);            CombatEventManager.Instance.AddEventListener(CombatEventType.UseMagicWeapon, UseMagicWeapon);            CombatEventManager.Instance.AddEventListener(CombatEventType.GongFaPengZhuangFinish2,                GongFaPengZhuangFinish2);        }        public void Update()        {            UpdateHeroInfo();        }        private void UpdateHeroInfo()        {            HeroInfoModule.Add("计算K", CombatHeroEntity.CurrCombatHeroInfo.k);            HeroInfoModule.Add("生命", CombatHeroEntity.CurrCombatHeroInfo.hp.Value);            HeroInfoModule.Add("攻击力", CombatHeroEntity.CurrCombatHeroInfo.attack.Value);            HeroInfoModule.Add("防御", CombatHeroEntity.CurrCombatHeroInfo.defense.Value);            HeroInfoModule.Add("攻击速度", CombatHeroEntity.CurrCombatHeroInfo.attSpeed.Value);            HeroInfoModule.Add("额外攻击速度%", CombatHeroEntity.CurrCombatHeroInfo.addAttSpeed_bl);            HeroInfoModule.Add("护盾值", CombatHeroEntity.CurrCombatHeroInfo.Shield.Value);            HeroInfoModule.Add("神识", CombatHeroEntity.CurrCombatHeroInfo.shenshi.Value);            HeroInfoModule.Add("金灵根", CombatHeroEntity.CurrCombatHeroInfo.Metal);            HeroInfoModule.Add("木灵根", CombatHeroEntity.CurrCombatHeroInfo.Wood);            HeroInfoModule.Add("水灵根", CombatHeroEntity.CurrCombatHeroInfo.Water);            HeroInfoModule.Add("火灵根", CombatHeroEntity.CurrCombatHeroInfo.Fire);            HeroInfoModule.Add("土灵根", CombatHeroEntity.CurrCombatHeroInfo.Earth);            HeroInfoModule.Add("金伤势", CombatHeroEntity.CurrCombatHeroInfo.Metal_Injury);            HeroInfoModule.Add("木伤势", CombatHeroEntity.CurrCombatHeroInfo.Wood_Injury);            HeroInfoModule.Add("水伤势", CombatHeroEntity.CurrCombatHeroInfo.Water_Injury);            HeroInfoModule.Add("火伤势", CombatHeroEntity.CurrCombatHeroInfo.Fire_Injury);            HeroInfoModule.Add("土伤势", CombatHeroEntity.CurrCombatHeroInfo.Earth_Injury);        }        private void GongFaPengZhuangFinish2(IEventData iEventData)        {            GongFaPengZhuangFinishEventData gongFaPengZhuangFinishEventData =iEventData as GongFaPengZhuangFinishEventData;            bool isOk = false;            string msgTou = "";            if (gongFaPengZhuangFinishEventData.a.SkillBasic.CombatHeroEntity == CombatHeroEntity)            {                isOk = true;                msgTou =                    $"我的功法{gongFaPengZhuangFinishEventData.a.SkillBasic.SelfSkillConfig.ID} 和敌人的 {gongFaPengZhuangFinishEventData.b.SkillBasic.SelfSkillConfig.ID} 功法碰撞" +                    $"剩余强度为{gongFaPengZhuangFinishEventData.a.hp} 敌人的剩余强度为{gongFaPengZhuangFinishEventData.b.hp}";                long c = gongFaPengZhuangFinishEventData.a.pengZhuangHp - gongFaPengZhuangFinishEventData.a.hp;                float bl = c * 100.0f / gongFaPengZhuangFinishEventData.a.maxHp;                string k = gongFaPengZhuangFinishEventData.a.SkillBasic.SelfSkillConfig.ID.ToString();                gongFaBeiXueRuo.SetMax(k, 1, true);                gongFaBeiXueRuo.Add(k, bl, true);            }            else if (gongFaPengZhuangFinishEventData.b.SkillBasic.CombatHeroEntity == CombatHeroEntity)            {                isOk = true;                msgTou =                    $"敌人的功法{gongFaPengZhuangFinishEventData.a.SkillBasic.SelfSkillConfig.ID} 和我的 {gongFaPengZhuangFinishEventData.b.SkillBasic.SelfSkillConfig.ID} 功法碰撞" +                    $"敌人的剩余强度为{gongFaPengZhuangFinishEventData.a.hp} 我的剩余强度为{gongFaPengZhuangFinishEventData.b.hp}";                                long c = gongFaPengZhuangFinishEventData.b.pengZhuangHp - gongFaPengZhuangFinishEventData.b.hp;                float bl = c * 100.0f / gongFaPengZhuangFinishEventData.b.maxHp;                string k = gongFaPengZhuangFinishEventData.b.SkillBasic.SelfSkillConfig.ID.ToString();                gongFaBeiXueRuo.SetMax(k, 1, true);                gongFaBeiXueRuo.Add(k, bl, true);                            }            float t = CombatController.currActiveCombat.combatTime;            if (isOk)            {                MsgModule.Add(t, msgTou);            }        }        private void UseMagicWeapon(IEventData iEventData)        {            UseMagicWeaponEventData useMagicWeaponEventData = iEventData as UseMagicWeaponEventData;            if (useMagicWeaponEventData.combatHeroEntity == CombatHeroEntity)            {                string msg =                    $"使用法宝  {useMagicWeaponEventData.combatMagicWeaponEntity.FaBaoInfo.FabaoConfig.ID}";                float t = CombatController.currActiveCombat.combatTime;                MsgModule.Add(t, msg);            }        }        private void UseSkill(IEventData iEventData)        {            CombatUseSkillEventData combatUseSkillEventData = iEventData as CombatUseSkillEventData;            if (combatUseSkillEventData.useSkill.CombatHeroEntity == CombatHeroEntity)            {                string msg =                    $"使用技能  {combatUseSkillEventData.useSkill.SelfSkillConfig.ID}";                float t = CombatController.currActiveCombat.combatTime;                MsgModule.Add(t, msg);            }        }        private void RemoveBuff(IEventData iEventData)        {            BuffEventData buffEventData = iEventData as BuffEventData;            if (buffEventData.target == CombatHeroEntity)            {                string msg =                    $"移除了一个buff  {buffEventData.BuffBasic.BuffConfig.scriptsName}" +                    $"  数量  {buffEventData.BuffBasic.count}";                float t = CombatController.currActiveCombat.combatTime;                MsgModule.Add(t, msg);            }        }        private void AddBuff(IEventData iEventData)        {            BuffEventData buffEventData = iEventData as BuffEventData;            if (buffEventData.target == CombatHeroEntity)            {                string msg =                    $"获得buff  {buffEventData.BuffBasic.BuffConfig.scriptsName}" +                    $"  数量  {buffEventData.BuffBasic.count} 施放者{buffEventData.source.CurrCombatHeroInfo.modelID}";                float t = CombatController.currActiveCombat.combatTime;                MsgModule.Add(t, msg);            }            else if (buffEventData.source == CombatHeroEntity)            {                string msg =                    $"施加buff  {buffEventData.BuffBasic.BuffConfig.scriptsName}" +                    $"  数量  {buffEventData.BuffBasic.count} 目标{buffEventData.target.CurrCombatHeroInfo.modelID}";                float t = CombatController.currActiveCombat.combatTime;                MsgModule.Add(t, msg);            }        }        private void RecoverUpdate(IEventData iEventData)        {            HarmUpdateEventData recoverUpdateEventData = iEventData as HarmUpdateEventData;            if (recoverUpdateEventData.HarmReturnInfo.source == CombatHeroEntity)            {                string msg =                    $"我治疗了目标  {recoverUpdateEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo.heroName}" +                    $"  治疗量  {recoverUpdateEventData.HarmReturnInfo.att} 治疗类型 {recoverUpdateEventData.HarmReturnInfo.attType}";                float t = CombatController.currActiveCombat.combatTime;                MsgModule.Add(t, msg);                string harmKey = "无";                SkillBasic skillBasic = recoverUpdateEventData.HarmReturnInfo.triggerData.Source as SkillBasic;                if (skillBasic != null)                {                    harmKey = "S" + LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name);                }                BuffBasic buffBasic = recoverUpdateEventData.HarmReturnInfo.triggerData.Source as BuffBasic;                if (buffBasic != null)                {                    harmKey = "B" + LanguageManager.Instance.Text(buffBasic.BuffConfig.buffName);                }                allZhiLiao += recoverUpdateEventData.HarmReturnInfo.att;                zhiLiao.Add(harmKey, recoverUpdateEventData.HarmReturnInfo.att, true);            }            else if (recoverUpdateEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)            {                string msg =                    $"被治疗  {recoverUpdateEventData.HarmReturnInfo.source.CurrCombatHeroInfo.heroName}" +                    $"  受到治疗  {recoverUpdateEventData.HarmReturnInfo.att} 治疗类型 {recoverUpdateEventData.HarmReturnInfo.attType} 治疗来源{recoverUpdateEventData.HarmReturnInfo.triggerData.Source}";                float t = CombatController.currActiveCombat.combatTime;                MsgModule.Add(t, msg);                string harmKey = "其他";                SkillBasic skillBasic = recoverUpdateEventData.HarmReturnInfo.triggerData.Source as SkillBasic;                if (skillBasic != null)                {                    harmKey = "S" + LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name);                }                BuffBasic buffBasic = recoverUpdateEventData.HarmReturnInfo.triggerData.Source as BuffBasic;                if (buffBasic != null)                {                    harmKey = "B" + LanguageManager.Instance.Text(buffBasic.BuffConfig.buffName);                }                allBeiZhiLiao += recoverUpdateEventData.HarmReturnInfo.att;                beiZhiLiao.Add(harmKey, recoverUpdateEventData.HarmReturnInfo.att, true);            }        }        private void HeroInjured(IEventData iEventData)        {            HeroInjuredEventData heroInjuredEventData = iEventData as HeroInjuredEventData;            if (heroInjuredEventData.HarmReturnInfo.source == CombatHeroEntity)            {                string harmKey = "无";                SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;                if (skillBasic != null)                {                    harmKey = LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name) + " id:" +                              skillBasic.SelfSkillConfig.ID;                }                BuffBasic buffBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as BuffBasic;                if (buffBasic != null)                {                    harmKey = "B" + LanguageManager.Instance.Text(buffBasic.BuffConfig.ID);                }                string msg =                    $"我攻击了目标  {heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity.CurrCombatHeroInfo.heroName} 来源{harmKey} 原始伤害{heroInjuredEventData.HarmReturnInfo.yuanShiAtt}" +                    $"  造成伤害  {heroInjuredEventData.HarmReturnInfo.att} 攻击类型 {heroInjuredEventData.HarmReturnInfo.attType} 伤害类型{heroInjuredEventData.HarmReturnInfo.harmType} 强度{heroInjuredEventData.HarmReturnInfo.QiangDu}";                float t = CombatController.currActiveCombat.combatTime;                MsgModule.Add(t, msg);                allHarm += heroInjuredEventData.HarmReturnInfo.att;                CombatInfoModule.Add(harmKey, heroInjuredEventData.HarmReturnInfo.att, true);            }            else if (heroInjuredEventData.HarmReturnInfo.target.combatHeroEntity == CombatHeroEntity)            {                string harmKey = "其他";                SkillBasic skillBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as SkillBasic;                if (skillBasic != null)                {                    harmKey = LanguageManager.Instance.Text(skillBasic.SelfSkillConfig.name) + " id:" +                              skillBasic.SelfSkillConfig.ID;                }                BuffBasic buffBasic = heroInjuredEventData.HarmReturnInfo.triggerData.Source as BuffBasic;                if (buffBasic != null)                {                    harmKey = "B" + LanguageManager.Instance.Text(buffBasic.BuffConfig.ID);                }                string msg =                    $"被攻击  {heroInjuredEventData.HarmReturnInfo.source.CurrCombatHeroInfo.heroName} 来源{harmKey} 原始伤害{heroInjuredEventData.HarmReturnInfo.yuanShiAtt}" +                    $"  受到伤害  {heroInjuredEventData.HarmReturnInfo.att} 伤害类型 {heroInjuredEventData.HarmReturnInfo.attType} 强度{heroInjuredEventData.HarmReturnInfo.QiangDu}";                float t = CombatController.currActiveCombat.combatTime;                MsgModule.Add(t, msg);                allChengShang += heroInjuredEventData.HarmReturnInfo.att;                InjuredInfoModule.Add(harmKey, heroInjuredEventData.HarmReturnInfo.att, true);            }        }        public void Dispose()        {            CombatHeroEntity = null;            CombatEventManager.Instance.RemoveEventListener(CombatEventType.HeroInjured, HeroInjured);            CombatEventManager.Instance.RemoveEventListener(CombatEventType.RecoverUpdate, RecoverUpdate);            CombatEventManager.Instance.RemoveEventListener(CombatEventType.AddBuff, AddBuff);            CombatEventManager.Instance.RemoveEventListener(CombatEventType.RemoveBuff, RemoveBuff);            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseSkill, UseSkill);            CombatEventManager.Instance.RemoveEventListener(CombatEventType.UseMagicWeapon, UseMagicWeapon);        }    }}
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