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. if (modelConfig.skillID != null)
  213. {
  214. for (int i = 0; i < modelConfig.skillID.Length; i++)
  215. {
  216. int id = modelConfig.skillID[i];
  217. if (id <= 0)
  218. {
  219. continue;
  220. }
  221. int startLevel = modelConfig.skillActiveLv[i];
  222. if (startLevel > 0 && level < startLevel)
  223. {
  224. continue;
  225. }
  226. int start = MonsterPowerUpConfig.GongfaStar-1;
  227. int skillid = id * 10 + start;
  228. while (start >= 0)
  229. {
  230. SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(skillid);
  231. if (skillConfig.ID > 0)
  232. {
  233. break;
  234. }
  235. start--;
  236. skillid = id * 10 + start;
  237. }
  238. SkillInfo skillInfo = new SkillInfo(skillid, MonsterPowerUpConfig.GongfaLv);
  239. skillInfo.index = i;
  240. unLockSkills.Add(skillInfo);
  241. }
  242. }
  243. if (modelConfig.fa_bao_id != null)
  244. {
  245. for (int i = 0; i < modelConfig.fa_bao_id.Length; i++)
  246. {
  247. int faBaoId = modelConfig.fa_bao_id[i];
  248. int startLevel = modelConfig.fabaoActiveLv[i];
  249. if (startLevel > 0 && level < startLevel)
  250. {
  251. continue;
  252. }
  253. if (faBaoId > 0)
  254. {
  255. FaBaoInfo faBaoInfo = new FaBaoInfo(faBaoId, MonsterPowerUpConfig.FabaoLv,
  256. MonsterPowerUpConfig.FabaoStar);
  257. MagicWeaponID.Add(faBaoInfo);
  258. }
  259. }
  260. }
  261. }
  262. else
  263. {
  264. hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor);
  265. defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor);
  266. attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor);
  267. Shield = (EncryptionLong)(modelConfig.shield * powerUpConfig.HudunFactor);
  268. // shenshi = (EncryptionLong)(modelConfig.shenshi * powerUpConfig.ShenshiFactor);
  269. k = powerUpConfig.defK;
  270. }
  271. for (_AttributeCacheValue.Begin(); _AttributeCacheValue.Next();)
  272. {
  273. switch (_AttributeCacheValue.Key)
  274. {
  275. case AttributeType.Hp:
  276. hp += CombatCalculateTool.Instance.GetVlaueRatioForLong(hp.Value, _AttributeCacheValue.Value);
  277. break;
  278. case AttributeType.Att:
  279. attack += CombatCalculateTool.Instance.GetVlaueRatioForLong(attack.Value,
  280. _AttributeCacheValue.Value);
  281. break;
  282. case AttributeType.Def:
  283. defense += CombatCalculateTool.Instance.GetVlaueRatioForLong(defense.Value,
  284. _AttributeCacheValue.Value);
  285. break;
  286. }
  287. }
  288. }
  289. public SkillConfig GetGroupSkillConfig(int idGroup)
  290. {
  291. if (unLockSkills == null)
  292. {
  293. return default;
  294. }
  295. for (int i = 0; i < unLockSkills.Count; i++)
  296. {
  297. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(unLockSkills[i]);
  298. if (unLockSkills[i].skillConfig.IDGroup == idGroup)
  299. {
  300. return unLockSkills[i].skillConfig;
  301. }
  302. }
  303. return default;
  304. }
  305. protected void CalAttribute()
  306. {
  307. CalBasicAttribute();
  308. _attSpeed = (EncryptionFloat)(1.0f / modelConfig.speed_atk);
  309. // skillId = modelConfig.skillID;
  310. modelName = modelConfig.model;
  311. isGpu = modelConfig.isUseGpu;
  312. heroType = modelConfig.heroType;
  313. }
  314. protected void AddSkillAttribute(SkillConfig skillConfig)
  315. {
  316. if (skillConfig.addPropertyType == null)
  317. {
  318. return;
  319. }
  320. for (int i = 0; i < skillConfig.addPropertyType.Length; i++)
  321. {
  322. int propertyType = skillConfig.addPropertyType[i];
  323. float value = skillConfig.addPropertyValue[i];
  324. switch (propertyType)
  325. {
  326. case 101:
  327. AddAttributeValueToCache(AttributeType.Hp, value);
  328. break;
  329. case 102:
  330. AddAttributeValueToCache(AttributeType.Att, value);
  331. break;
  332. case 103:
  333. AddAttributeValueToCache(AttributeType.Def, value);
  334. break;
  335. }
  336. }
  337. }
  338. protected void SetDataConfig(int modelID, int level)
  339. {
  340. modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(modelID);
  341. if (isMonster)
  342. {
  343. MonsterPowerUpConfig = ConfigComponent.Instance.Get<MonsterPowerUpConfig>(level);
  344. }
  345. else
  346. {
  347. powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
  348. }
  349. this.level = (EncryptionInt)level;
  350. heroName = LanguageManager.Instance.Text(modelConfig.name);
  351. }
  352. public void InitMonster(int modelID, int level)
  353. {
  354. isMonster = true;
  355. SetDataConfig(modelID, level);
  356. CalAttribute();
  357. }
  358. public CombatHeroInfo Copy()
  359. {
  360. CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
  361. return combatHeroInfo;
  362. }
  363. }