CombatHeroInfo.cs 12 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. public void AddAttributeValueToCache(AttributeType attributeType, float value)
  135. {
  136. if (_AttributeCacheValue.TryGetValue(attributeType, out float v))
  137. {
  138. value += v;
  139. }
  140. _AttributeCacheValue[attributeType] = value;
  141. }
  142. /// <summary>
  143. /// 获取五行灵根属性
  144. /// </summary>
  145. /// <param name="wuXingType"></param>
  146. /// <returns></returns>
  147. public float GetWuXingShuXing(WuXingType wuXingType)
  148. {
  149. switch (wuXingType)
  150. {
  151. case WuXingType.Gold:
  152. float Metal_v = Metal - Metal_Injury;
  153. if (Metal_v < 0)
  154. {
  155. Metal_v = 0;
  156. }
  157. return Metal_v;
  158. break;
  159. case WuXingType.Wood:
  160. float Wood_v = Wood - Wood_Injury;
  161. if (Wood_v < 0)
  162. {
  163. Wood_v = 0;
  164. }
  165. return Wood_v;
  166. break;
  167. case WuXingType.Water:
  168. float Water_v = Water - Water_Injury;
  169. if (Water_v < 0)
  170. {
  171. Water_v = 0;
  172. }
  173. return Water_v;
  174. break;
  175. case WuXingType.Fire:
  176. float Fire_v = Fire - Fire_Injury;
  177. if (Fire_v < 0)
  178. {
  179. Fire_v = 0;
  180. }
  181. return Fire_v;
  182. break;
  183. case WuXingType.Earth:
  184. float Earth_v = Earth - Earth_Injury;
  185. if (Earth_v < 0)
  186. {
  187. Earth_v = 0;
  188. }
  189. return Earth_v;
  190. break;
  191. default:
  192. return 0;
  193. }
  194. }
  195. protected void CalBasicAttribute()
  196. {
  197. _AttributeCacheValue.Clear();
  198. modelID = modelConfig.ID;
  199. if (isMonster)
  200. {
  201. unLockSkills.Clear();
  202. hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor);
  203. defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor);
  204. attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor);
  205. k = MonsterPowerUpConfig.defK;
  206. Metal = modelConfig.Linggen[0] * MonsterPowerUpConfig.LinggenUp / 100;
  207. Water = modelConfig.Linggen[1] * MonsterPowerUpConfig.LinggenUp / 100;
  208. Wood = modelConfig.Linggen[2] * MonsterPowerUpConfig.LinggenUp / 100;
  209. Fire = modelConfig.Linggen[3] * MonsterPowerUpConfig.LinggenUp / 100;
  210. Earth = modelConfig.Linggen[4] * MonsterPowerUpConfig.LinggenUp / 100;
  211. Shield = (EncryptionLong)(modelConfig.shield * MonsterPowerUpConfig.HudunFactor);
  212. SetSkillAttSpeed(modelConfig.speed_atk);
  213. if (modelConfig.skillID != null)
  214. {
  215. for (int i = 0; i < modelConfig.skillID.Length; i++)
  216. {
  217. int id = modelConfig.skillID[i];
  218. if (id <= 0)
  219. {
  220. continue;
  221. }
  222. int startLevel = modelConfig.skillActiveLv[i];
  223. if (startLevel > 0 && level < startLevel)
  224. {
  225. continue;
  226. }
  227. SkillInfo skillInfo =
  228. new SkillInfo(id, MonsterPowerUpConfig.GongfaLv, MonsterPowerUpConfig.GongfaStar);
  229. skillInfo.index = i;
  230. unLockSkills.Add(skillInfo);
  231. }
  232. }
  233. if (modelConfig.fa_bao_id != null)
  234. {
  235. for (int i = 0; i < modelConfig.fa_bao_id.Length; i++)
  236. {
  237. int faBaoId = modelConfig.fa_bao_id[i];
  238. int startLevel = modelConfig.fabaoActiveLv[i];
  239. if (startLevel > 0 && level < startLevel)
  240. {
  241. continue;
  242. }
  243. if (faBaoId > 0)
  244. {
  245. FaBaoInfo faBaoInfo = new FaBaoInfo(faBaoId, MonsterPowerUpConfig.FabaoLv,
  246. MonsterPowerUpConfig.FabaoStar);
  247. MagicWeaponID.Add(faBaoInfo);
  248. }
  249. }
  250. }
  251. }
  252. else
  253. {
  254. hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor);
  255. defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor);
  256. attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor);
  257. Shield = (EncryptionLong)(modelConfig.shield * powerUpConfig.HudunFactor);
  258. // shenshi = (EncryptionLong)(modelConfig.shenshi * powerUpConfig.ShenshiFactor);
  259. k = powerUpConfig.defK;
  260. }
  261. for (_AttributeCacheValue.Begin(); _AttributeCacheValue.Next();)
  262. {
  263. switch (_AttributeCacheValue.Key)
  264. {
  265. case AttributeType.Hp:
  266. hp += CombatCalculateTool.Instance.GetVlaueRatioForLong(hp.Value, _AttributeCacheValue.Value);
  267. break;
  268. case AttributeType.Att:
  269. attack += CombatCalculateTool.Instance.GetVlaueRatioForLong(attack.Value,
  270. _AttributeCacheValue.Value);
  271. break;
  272. case AttributeType.Def:
  273. defense += CombatCalculateTool.Instance.GetVlaueRatioForLong(defense.Value,
  274. _AttributeCacheValue.Value);
  275. break;
  276. }
  277. }
  278. if (!isMonster)
  279. {
  280. for (int i = 0; i < MagicWeaponID.Count; i++)
  281. {
  282. FaBaoInfo faBaoInfo = MagicWeaponID[i];
  283. foreach (var VARIABLE in faBaoInfo.attriButedIC)
  284. {
  285. switch (VARIABLE.Key)
  286. {
  287. case 1:
  288. hp += VARIABLE.Value;
  289. break;
  290. case 2:
  291. defense += VARIABLE.Value;
  292. break;
  293. case 3:
  294. attack += VARIABLE.Value;
  295. break;
  296. }
  297. }
  298. }
  299. }
  300. }
  301. public SkillConfig GetGroupSkillConfig(int idGroup)
  302. {
  303. if (unLockSkills == null)
  304. {
  305. return default;
  306. }
  307. for (int i = 0; i < unLockSkills.Count; i++)
  308. {
  309. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(unLockSkills[i]);
  310. if (unLockSkills[i].skillConfig.IDGroup == idGroup)
  311. {
  312. return unLockSkills[i].skillConfig;
  313. }
  314. }
  315. return default;
  316. }
  317. protected void CalAttribute()
  318. {
  319. CalBasicAttribute();
  320. // skillId = modelConfig.skillID;
  321. modelName = modelConfig.model;
  322. isGpu = modelConfig.isUseGpu;
  323. heroType = modelConfig.heroType;
  324. }
  325. public void SetSkillAttSpeed(float attSpeed)
  326. {
  327. _attSpeed = (EncryptionFloat)(1.0f / attSpeed);
  328. }
  329. protected void AddSkillAttribute(SkillConfig skillConfig)
  330. {
  331. if (skillConfig.addPropertyType == null)
  332. {
  333. return;
  334. }
  335. for (int i = 0; i < skillConfig.addPropertyType.Length; i++)
  336. {
  337. int propertyType = skillConfig.addPropertyType[i];
  338. float value = skillConfig.addPropertyValue[i];
  339. switch (propertyType)
  340. {
  341. case 101:
  342. AddAttributeValueToCache(AttributeType.Hp, value);
  343. break;
  344. case 102:
  345. AddAttributeValueToCache(AttributeType.Att, value);
  346. break;
  347. case 103:
  348. AddAttributeValueToCache(AttributeType.Def, value);
  349. break;
  350. }
  351. }
  352. }
  353. protected void SetDataConfig(int modelID, int level)
  354. {
  355. modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(modelID);
  356. if (isMonster)
  357. {
  358. MonsterPowerUpConfig = ConfigComponent.Instance.Get<MonsterPowerUpConfig>(level);
  359. }
  360. else
  361. {
  362. powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
  363. }
  364. this.level = (EncryptionInt)level;
  365. heroName = LanguageManager.Instance.Text(modelConfig.name);
  366. }
  367. public void InitMonster(int modelID, int level)
  368. {
  369. isMonster = true;
  370. SetDataConfig(modelID, level);
  371. CalAttribute();
  372. }
  373. public CombatHeroInfo Copy()
  374. {
  375. CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
  376. return combatHeroInfo;
  377. }
  378. }