CombatHeroInfo.cs 7.9 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 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=100;
  48. /// <summary>
  49. /// 木
  50. /// </summary>
  51. public float Wood = 100;
  52. /// <summary>
  53. /// 水
  54. /// </summary>
  55. public float Water = 100;
  56. /// <summary>
  57. /// 火
  58. /// </summary>
  59. public float Fire = 100;
  60. /// <summary>
  61. /// 土
  62. /// </summary>
  63. public float Earth = 100;
  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. /// <summary>
  126. /// 获取五行灵根属性
  127. /// </summary>
  128. /// <param name="wuXingType"></param>
  129. /// <returns></returns>
  130. public float GetWuXingShuXing(WuXingType wuXingType)
  131. {
  132. switch (wuXingType)
  133. {
  134. case WuXingType.Gold:
  135. return Metal;
  136. break;
  137. case WuXingType.Wood:
  138. return Wood;
  139. break;
  140. case WuXingType.Water:
  141. return Water;
  142. break;
  143. case WuXingType.Fire:
  144. return Fire;
  145. break;
  146. case WuXingType.Earth:
  147. return Earth;
  148. break;
  149. default:
  150. return 0;
  151. }
  152. }
  153. protected void CalBasicAttribute()
  154. {
  155. _AttributeCacheValue.Clear();
  156. if (isMonster)
  157. {
  158. hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor);
  159. defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor);
  160. attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor);
  161. }
  162. else
  163. {
  164. hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor);
  165. defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor);
  166. attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor);
  167. Shield = (EncryptionLong)(modelConfig.shield * powerUpConfig.HudunFactor);
  168. shenshi = (EncryptionLong)(modelConfig.shenshi * powerUpConfig.ShenshiFactor);
  169. k = powerUpConfig.defK;
  170. }
  171. for (_AttributeCacheValue.Begin(); _AttributeCacheValue.Next();)
  172. {
  173. switch (_AttributeCacheValue.Key)
  174. {
  175. case AttributeType.Hp:
  176. hp += CombatCalculateTool.Instance.GetVlaueRatioForLong(hp.Value, _AttributeCacheValue.Value);
  177. break;
  178. case AttributeType.Att:
  179. attack += CombatCalculateTool.Instance.GetVlaueRatioForLong(attack.Value,
  180. _AttributeCacheValue.Value);
  181. break;
  182. case AttributeType.Def:
  183. defense += CombatCalculateTool.Instance.GetVlaueRatioForLong(defense.Value,
  184. _AttributeCacheValue.Value);
  185. break;
  186. }
  187. }
  188. }
  189. public SkillConfig GetGroupSkillConfig(int idGroup)
  190. {
  191. if (unLockSkills == null)
  192. {
  193. return default;
  194. }
  195. for (int i = 0; i < unLockSkills.Count; i++)
  196. {
  197. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(unLockSkills[i]);
  198. if (unLockSkills[i].skillConfig.IDGroup == idGroup)
  199. {
  200. return unLockSkills[i].skillConfig;
  201. }
  202. }
  203. return default;
  204. }
  205. protected void CalAttribute()
  206. {
  207. CalBasicAttribute();
  208. attSpeed = (EncryptionFloat)modelConfig.speed_atk;
  209. // skillId = modelConfig.skillID;
  210. modelName = modelConfig.model;
  211. isGpu = modelConfig.isUseGpu;
  212. heroType = modelConfig.heroType;
  213. }
  214. protected void AddSkillAttribute(SkillConfig skillConfig)
  215. {
  216. if (skillConfig.addPropertyType == null)
  217. {
  218. return;
  219. }
  220. for (int i = 0; i < skillConfig.addPropertyType.Length; i++)
  221. {
  222. int propertyType = skillConfig.addPropertyType[i];
  223. int value = skillConfig.addPropertyValue[i];
  224. switch (propertyType)
  225. {
  226. case 1:
  227. AddAttributeValueToCache(AttributeType.Hp, value);
  228. break;
  229. case 2:
  230. AddAttributeValueToCache(AttributeType.Att, value);
  231. break;
  232. case 3:
  233. AddAttributeValueToCache(AttributeType.Def, value);
  234. break;
  235. }
  236. }
  237. }
  238. protected void SetDataConfig(int modelID, int level)
  239. {
  240. modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(modelID);
  241. if (isMonster)
  242. {
  243. MonsterPowerUpConfig = ConfigComponent.Instance.Get<MonsterPowerUpConfig>(level);
  244. }
  245. else
  246. {
  247. powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
  248. }
  249. this.level = (EncryptionInt)level;
  250. heroName = LanguageManager.Instance.Text(modelConfig.name);
  251. }
  252. public void InitMonster(int modelID, int level)
  253. {
  254. isMonster = true;
  255. SetDataConfig(modelID, level);
  256. CalAttribute();
  257. }
  258. public CombatHeroInfo Copy()
  259. {
  260. CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
  261. return combatHeroInfo;
  262. }
  263. }