HeroInfo.cs 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346
  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Common.Utility.CombatEvent;
  4. using Core.Utility;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Combat.CombatTool;
  9. using Utility;
  10. namespace GameLogic.Hero
  11. {
  12. public class DaoLVBiData
  13. {
  14. public int id;
  15. public float value;
  16. }
  17. public class HeroInfo : CombatHeroInfo
  18. {
  19. public AccountFileInfo.HeroData heroData;
  20. private string _iconZhiYe;
  21. private Map<HeroAttributeType, float> attributeBlValue = new Map<HeroAttributeType, float>();
  22. public Map<int, float> daolvBlMap = new Map<int, float>();
  23. public List<DaoLVBiData> daolvBl = new List<DaoLVBiData>();
  24. // public List<int> ImmortalBond = new List<int>();
  25. public HeroInfo()
  26. {
  27. }
  28. public HeroInfo CopyHero()
  29. {
  30. AccountFileInfo.HeroData heroDataCopy = new AccountFileInfo.HeroData();
  31. heroDataCopy.heroModelId = heroData.heroModelId;
  32. heroDataCopy.heroPowerId = heroData.heroPowerId;
  33. heroDataCopy.exp = heroData.exp;
  34. heroDataCopy.upTime = heroData.upTime;
  35. heroDataCopy.isCombat = heroData.isCombat;
  36. heroDataCopy.TaoismSkillId = heroData.TaoismSkillId;
  37. heroDataCopy.ImmortalBond = heroData.ImmortalBond.ToList();
  38. HeroInfo heroInfo = new HeroInfo();
  39. heroInfo.MagicWeaponID = MagicWeaponID.ToList();
  40. heroInfo.unLockSkills = unLockSkills.ToList();
  41. heroInfo.InitHero(heroData);
  42. return heroInfo;
  43. }
  44. public void InitHero(AccountFileInfo.HeroData heroData)
  45. {
  46. this.heroData = heroData;
  47. InitHero(heroData.heroModelId, heroData.heroPowerId);
  48. }
  49. public void InitHero(int modelID, int powerID)
  50. {
  51. this.modelID = modelID;
  52. SetDataConfig(modelID,
  53. powerID);
  54. ComputeHeroInfo();
  55. //CalBasicAttribute();
  56. }
  57. public HeroInfo Upgrade()
  58. {
  59. Dictionary<string, object> dictionary = new Dictionary<string, object>();
  60. dictionary.Add("JingJie", heroData.heroPowerId.ToString());
  61. DBManager.Instance.CustomEvent("Hero_levelup", dictionary);
  62. float allexp = GetGuaJiExp();
  63. heroData.exp += allexp;
  64. heroData.exp -= powerUpConfig.levelUpExp;
  65. heroData.upTime = TimeHelper.ClientNow();
  66. heroData.isCombat = false;
  67. heroData.heroPowerId++;
  68. InitHero(heroData);
  69. PlayerManager.Instance.SaveHeroData(this);
  70. EventManager.Instance.Dispatch(CustomEventType.JingJieUpgrade, null);
  71. RedDotManager.Instance.AllRedDotUpDate();
  72. ULockManager.Instance.RefreshULock();
  73. return this;
  74. }
  75. public float GetGuaJiExp()
  76. {
  77. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  78. currentMiao = currentMiao > PlayerManager.Instance.gameConstantConfig.offlineexpMaxTime
  79. ? PlayerManager.Instance.gameConstantConfig.offlineexpMaxTime
  80. : currentMiao;
  81. float allexp = currentMiao * PlayerManager.Instance.myHero.powerUpConfig.AutoXiuwei;
  82. return allexp;
  83. }
  84. public float GetAllExp()
  85. {
  86. return GetGuaJiExp() + heroData.exp;
  87. }
  88. public void GetDaoLvBl()
  89. {
  90. daolvBl.Clear();
  91. foreach (var i in heroData?.ImmortalBond)
  92. {
  93. DaoyouModelConfig daoyouModelConfig = ConfigComponent.Instance.Get<DaoyouModelConfig>(i);
  94. foreach (var i1 in daoyouModelConfig.daolvSkillID)
  95. {
  96. daolvSkill daolvSkill = ConfigComponent.Instance.Get<daolvSkill>(i1);
  97. //唯一只加一次
  98. if (daolvSkill.type == 1)
  99. {
  100. if (!daolvBlMap.ContainsKey(i1))
  101. {
  102. daolvBlMap.Add(i1, daolvSkill.para[0]);
  103. }
  104. }
  105. else
  106. {
  107. if (!daolvBlMap.ContainsKey(i1))
  108. {
  109. daolvBlMap.Add(i1, daolvSkill.para[0]);
  110. }
  111. else
  112. {
  113. daolvBlMap[i1] += daolvSkill.para[0];
  114. }
  115. }
  116. DaoLVBiData daoLvBiData;
  117. if (daolvSkill.type == 1)
  118. {
  119. daoLvBiData = daolvBl.FirstOrDefault(d => d.id == i1);
  120. if (daoLvBiData == null)
  121. {
  122. daoLvBiData = new DaoLVBiData();
  123. daoLvBiData.id = i1;
  124. daoLvBiData.value = daolvSkill.para[0];
  125. daolvBl.Add(daoLvBiData);
  126. }
  127. }
  128. else
  129. {
  130. daoLvBiData = daolvBl.FirstOrDefault(d => d.id == i1);
  131. if (daoLvBiData == null)
  132. {
  133. daoLvBiData = new DaoLVBiData();
  134. daoLvBiData.id = i1;
  135. daoLvBiData.value = daolvSkill.para[0];
  136. daolvBl.Add(daoLvBiData);
  137. }
  138. else
  139. {
  140. daoLvBiData.value += daolvSkill.para[0];
  141. }
  142. if (!daolvBlMap.ContainsKey(i1))
  143. {
  144. daolvBlMap.Add(i1, daolvSkill.para[0]);
  145. }
  146. else
  147. {
  148. daolvBlMap[i1] += daolvSkill.para[0];
  149. }
  150. }
  151. }
  152. }
  153. }
  154. public void ComputeHeroInfo()
  155. {
  156. attributeValue.Clear();
  157. attributeBlValue.Clear();
  158. Metal = 100;
  159. Wood = 100;
  160. Water = 100;
  161. Fire = 100;
  162. Earth = 100;
  163. CalAttribute();
  164. GetDaoLvBl();
  165. if (!PlayerManager.Instance.isTest)
  166. {
  167. List<FaBaoInfo> myAllFaBao = PlayerManager.Instance.FaBaoControl.myAllFaBao;
  168. foreach (var faBaoInfo in myAllFaBao)
  169. {
  170. if (faBaoInfo.SkillConfig.addPropertyType != null)
  171. {
  172. for (int i = 0; i < faBaoInfo.SkillConfig.addPropertyType.Length; i++)
  173. {
  174. int shuxingID = faBaoInfo.SkillConfig.addPropertyType[i];
  175. float shuxingValue = faBaoInfo.SkillConfig.addPropertyValue[i];
  176. ComputeHeroAttributeType(shuxingID, shuxingValue);
  177. }
  178. }
  179. }
  180. ///功法加被动属性
  181. List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill;
  182. for (int j = 0; j < allSkill.Count; j++)
  183. {
  184. SkillInfo skillInfo = allSkill[j];
  185. if (skillInfo.skillConfig.addPropertyType != null)
  186. {
  187. for (int i = 0; i < skillInfo.skillConfig.addPropertyType.Length; i++)
  188. {
  189. int shuxingID = skillInfo.skillConfig.addPropertyType[i];
  190. float shuxingValue = skillInfo.skillConfig.addPropertyValue[i];
  191. ComputeHeroAttributeType(shuxingID, shuxingValue);
  192. }
  193. }
  194. }
  195. foreach (var VARIABLE in attributeBlValue)
  196. {
  197. ComputeHeroAttributeType((int)VARIABLE.Key, VARIABLE.Value);
  198. }
  199. }
  200. //道侣带来的属性加成
  201. foreach (var keyValuePair in daolvBlMap)
  202. {
  203. daolvSkill daolvSkill = ConfigComponent.Instance.Get<daolvSkill>(keyValuePair.Key);
  204. ComputeHeroAttributeType(daolvSkill.AttrID, keyValuePair.Value);
  205. }
  206. //心境带来的加成
  207. AddSentimentData();
  208. if (CombatController.currActiveCombat != null && CombatController.currActiveCombat.playerHeroEntity != null)
  209. {
  210. CombatController.currActiveCombat.playerHeroEntity.CurrCombatHeroInfo = this.Copy();
  211. CombatController.currActiveCombat.playerHeroEntity.MaxCombatHeroInfo = this.Copy();
  212. }
  213. AddAttributeValue();
  214. }
  215. private void AddSentimentData()
  216. {
  217. SentimentEffectConfig[] allSentimentEffectConfigs =
  218. ConfigComponent.Instance.GetAll<SentimentEffectConfig>();
  219. List<AccountFileInfo.SentimentData> SentimentDatas = AccountFileInfo.Instance.playerData.SentimentDatas;
  220. for (int i = 0; i < SentimentDatas.Count; i++)
  221. {
  222. AccountFileInfo.SentimentData sentimentData = SentimentDatas[i];
  223. for (int j = 0; j < sentimentData.sentimentProperties.Count; j++)
  224. {
  225. AddSentimentProperty(sentimentData.sentimentProperties[i], allSentimentEffectConfigs);
  226. }
  227. }
  228. }
  229. private void AddSentimentProperty(AccountFileInfo.SentimentProperty sentimentProperty,
  230. SentimentEffectConfig[] allSentimentEffectConfigs)
  231. {
  232. SentimentEffectConfig currSentimentEffectConfig = default;
  233. for (int i = 0; i < allSentimentEffectConfigs.Length; i++)
  234. {
  235. SentimentEffectConfig sentimentEffectConfig = allSentimentEffectConfigs[i];
  236. if (sentimentEffectConfig.groupId == sentimentProperty.groupId &&
  237. sentimentEffectConfig.level == sentimentProperty.level)
  238. {
  239. currSentimentEffectConfig = sentimentEffectConfig;
  240. }
  241. }
  242. switch (currSentimentEffectConfig.effectType)
  243. {
  244. case 1:
  245. ComputeHeroAttributeType((int)HeroAttributeType.ATT_BL, currSentimentEffectConfig.effectVale[0]);
  246. // attack += (EncryptionLong)(attack.Value * currSentimentEffectConfig.effectVale[0] * 0.01f);
  247. break;
  248. case 2:
  249. gongFaStrength += currSentimentEffectConfig.effectVale[0];
  250. break;
  251. case 3:
  252. ComputeHeroAttributeType((int)HeroAttributeType.HP_BL, currSentimentEffectConfig.effectVale[0]);
  253. // hp += (EncryptionLong)(hp.Value * currSentimentEffectConfig.effectVale[0] * 0.01f);
  254. break;
  255. case 4:
  256. ComputeHeroAttributeType((int)HeroAttributeType.DEF_BL, currSentimentEffectConfig.effectVale[0]);
  257. // defense += (EncryptionLong)(defense.Value * currSentimentEffectConfig.effectVale[0] * 0.01f);
  258. break;
  259. case 5:
  260. int type = currSentimentEffectConfig.effectVale[0];
  261. switch ((HeroAttributeType)type)
  262. {
  263. case HeroAttributeType.Gold:
  264. Metal += currSentimentEffectConfig.effectVale[1];
  265. break;
  266. case HeroAttributeType.Wood:
  267. Wood += currSentimentEffectConfig.effectVale[1];
  268. break;
  269. case HeroAttributeType.Fire:
  270. Fire += currSentimentEffectConfig.effectVale[1];
  271. break;
  272. case HeroAttributeType.Water:
  273. Water += currSentimentEffectConfig.effectVale[1];
  274. break;
  275. case HeroAttributeType.Earth:
  276. Earth += currSentimentEffectConfig.effectVale[1];
  277. break;
  278. }
  279. break;
  280. case 6:
  281. finallyHarmReduce = currSentimentEffectConfig.effectVale[0];
  282. break;
  283. case 7:
  284. abnormalHarmAdd = currSentimentEffectConfig.effectVale[0];
  285. break;
  286. case 8:
  287. Fire_Proficient = currSentimentEffectConfig.effectVale[0];
  288. break;
  289. case 9:
  290. Wood_Proficient = currSentimentEffectConfig.effectVale[0];
  291. break;
  292. case 10:
  293. Metal_Proficient = currSentimentEffectConfig.effectVale[0];
  294. break;
  295. case 11:
  296. Water_Proficient = currSentimentEffectConfig.effectVale[0];
  297. break;
  298. case 12:
  299. Earth_Proficient = currSentimentEffectConfig.effectVale[0];
  300. break;
  301. case 99:
  302. // Fire_HarmAdd= currSentimentEffectConfig.effectVale[0];
  303. break;
  304. }
  305. }
  306. }
  307. }