HeroInfo.cs 14 KB

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  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 bool IsGuaijiShangXian()
  89. {
  90. int currentMiao = (int)((TimeHelper.ClientNow() - PlayerManager.Instance.myHero.heroData.upTime) / 1000);
  91. return currentMiao >= PlayerManager.Instance.gameConstantConfig.offlineexpMaxTime;
  92. }
  93. public void GetDaoLvBl()
  94. {
  95. daolvBl.Clear();
  96. foreach (var i in heroData?.ImmortalBond)
  97. {
  98. DaoyouModelConfig daoyouModelConfig = ConfigComponent.Instance.Get<DaoyouModelConfig>(i);
  99. foreach (var i1 in daoyouModelConfig.daolvSkillID)
  100. {
  101. daolvSkill daolvSkill = ConfigComponent.Instance.Get<daolvSkill>(i1);
  102. //唯一只加一次
  103. if (daolvSkill.type == 1)
  104. {
  105. if (!daolvBlMap.ContainsKey(i1))
  106. {
  107. daolvBlMap.Add(i1, daolvSkill.para[0]);
  108. }
  109. }
  110. else
  111. {
  112. if (!daolvBlMap.ContainsKey(i1))
  113. {
  114. daolvBlMap.Add(i1, daolvSkill.para[0]);
  115. }
  116. else
  117. {
  118. daolvBlMap[i1] += daolvSkill.para[0];
  119. }
  120. }
  121. DaoLVBiData daoLvBiData;
  122. if (daolvSkill.type == 1)
  123. {
  124. daoLvBiData = daolvBl.FirstOrDefault(d => d.id == i1);
  125. if (daoLvBiData == null)
  126. {
  127. daoLvBiData = new DaoLVBiData();
  128. daoLvBiData.id = i1;
  129. daoLvBiData.value = daolvSkill.para[0];
  130. daolvBl.Add(daoLvBiData);
  131. }
  132. }
  133. else
  134. {
  135. daoLvBiData = daolvBl.FirstOrDefault(d => d.id == i1);
  136. if (daoLvBiData == null)
  137. {
  138. daoLvBiData = new DaoLVBiData();
  139. daoLvBiData.id = i1;
  140. daoLvBiData.value = daolvSkill.para[0];
  141. daolvBl.Add(daoLvBiData);
  142. }
  143. else
  144. {
  145. daoLvBiData.value += daolvSkill.para[0];
  146. }
  147. if (!daolvBlMap.ContainsKey(i1))
  148. {
  149. daolvBlMap.Add(i1, daolvSkill.para[0]);
  150. }
  151. else
  152. {
  153. daolvBlMap[i1] += daolvSkill.para[0];
  154. }
  155. }
  156. }
  157. }
  158. }
  159. public void ComputeHeroInfo()
  160. {
  161. attributeValue.Clear();
  162. attributeBlValue.Clear();
  163. Metal = 100;
  164. Wood = 100;
  165. Water = 100;
  166. Fire = 100;
  167. Earth = 100;
  168. CalAttribute();
  169. GetDaoLvBl();
  170. if (!PlayerManager.Instance.isTest)
  171. {
  172. List<FaBaoInfo> myAllFaBao = PlayerManager.Instance.FaBaoControl.myAllFaBao;
  173. foreach (var faBaoInfo in myAllFaBao)
  174. {
  175. if (faBaoInfo.SkillConfig.addPropertyType != null)
  176. {
  177. for (int i = 0; i < faBaoInfo.SkillConfig.addPropertyType.Length; i++)
  178. {
  179. int shuxingID = faBaoInfo.SkillConfig.addPropertyType[i];
  180. float shuxingValue = faBaoInfo.SkillConfig.addPropertyValue[i];
  181. ComputeHeroAttributeType(shuxingID, shuxingValue);
  182. }
  183. }
  184. }
  185. ///功法加被动属性
  186. List<SkillInfo> allSkill = PlayerManager.Instance.GongFaControl.allSkill;
  187. for (int j = 0; j < allSkill.Count; j++)
  188. {
  189. SkillInfo skillInfo = allSkill[j];
  190. if (skillInfo.skillConfig.addPropertyType != null)
  191. {
  192. for (int i = 0; i < skillInfo.skillConfig.addPropertyType.Length; i++)
  193. {
  194. int shuxingID = skillInfo.skillConfig.addPropertyType[i];
  195. float shuxingValue = skillInfo.skillConfig.addPropertyValue[i];
  196. ComputeHeroAttributeType(shuxingID, shuxingValue);
  197. }
  198. }
  199. }
  200. foreach (var VARIABLE in attributeBlValue)
  201. {
  202. ComputeHeroAttributeType((int)VARIABLE.Key, VARIABLE.Value);
  203. }
  204. }
  205. //道侣带来的属性加成
  206. foreach (var keyValuePair in daolvBlMap)
  207. {
  208. daolvSkill daolvSkill = ConfigComponent.Instance.Get<daolvSkill>(keyValuePair.Key);
  209. ComputeHeroAttributeType(daolvSkill.AttrID, keyValuePair.Value);
  210. }
  211. //心境带来的加成
  212. AddSentimentData();
  213. if (CombatController.currActiveCombat != null && CombatController.currActiveCombat.playerHeroEntity != null)
  214. {
  215. CombatController.currActiveCombat.playerHeroEntity.CurrCombatHeroInfo = this.Copy();
  216. CombatController.currActiveCombat.playerHeroEntity.MaxCombatHeroInfo = this.Copy();
  217. }
  218. AddAttributeValue();
  219. }
  220. private void AddSentimentData()
  221. {
  222. SentimentEffectConfig[] allSentimentEffectConfigs =
  223. ConfigComponent.Instance.GetAll<SentimentEffectConfig>();
  224. List<AccountFileInfo.SentimentData> SentimentDatas = AccountFileInfo.Instance.playerData.SentimentDatas;
  225. for (int i = 0; i < SentimentDatas.Count; i++)
  226. {
  227. AccountFileInfo.SentimentData sentimentData = SentimentDatas[i];
  228. for (int j = 0; j < sentimentData.sentimentProperties.Count; j++)
  229. {
  230. AddSentimentProperty(sentimentData.sentimentProperties[i], allSentimentEffectConfigs);
  231. }
  232. }
  233. }
  234. private void AddSentimentProperty(AccountFileInfo.SentimentProperty sentimentProperty,
  235. SentimentEffectConfig[] allSentimentEffectConfigs)
  236. {
  237. SentimentEffectConfig currSentimentEffectConfig = default;
  238. for (int i = 0; i < allSentimentEffectConfigs.Length; i++)
  239. {
  240. SentimentEffectConfig sentimentEffectConfig = allSentimentEffectConfigs[i];
  241. if (sentimentEffectConfig.groupId == sentimentProperty.groupId &&
  242. sentimentEffectConfig.level == sentimentProperty.level)
  243. {
  244. currSentimentEffectConfig = sentimentEffectConfig;
  245. }
  246. }
  247. switch (currSentimentEffectConfig.effectType)
  248. {
  249. case 1:
  250. ComputeHeroAttributeType((int)HeroAttributeType.ATT_BL, currSentimentEffectConfig.effectVale[0]);
  251. // attack += (EncryptionLong)(attack.Value * currSentimentEffectConfig.effectVale[0] * 0.01f);
  252. break;
  253. case 2:
  254. gongFaStrength += currSentimentEffectConfig.effectVale[0];
  255. break;
  256. case 3:
  257. ComputeHeroAttributeType((int)HeroAttributeType.HP_BL, currSentimentEffectConfig.effectVale[0]);
  258. // hp += (EncryptionLong)(hp.Value * currSentimentEffectConfig.effectVale[0] * 0.01f);
  259. break;
  260. case 4:
  261. ComputeHeroAttributeType((int)HeroAttributeType.DEF_BL, currSentimentEffectConfig.effectVale[0]);
  262. // defense += (EncryptionLong)(defense.Value * currSentimentEffectConfig.effectVale[0] * 0.01f);
  263. break;
  264. case 5:
  265. int type = currSentimentEffectConfig.effectVale[0];
  266. switch ((HeroAttributeType)type)
  267. {
  268. case HeroAttributeType.Gold:
  269. Metal += currSentimentEffectConfig.effectVale[1];
  270. break;
  271. case HeroAttributeType.Wood:
  272. Wood += currSentimentEffectConfig.effectVale[1];
  273. break;
  274. case HeroAttributeType.Fire:
  275. Fire += currSentimentEffectConfig.effectVale[1];
  276. break;
  277. case HeroAttributeType.Water:
  278. Water += currSentimentEffectConfig.effectVale[1];
  279. break;
  280. case HeroAttributeType.Earth:
  281. Earth += currSentimentEffectConfig.effectVale[1];
  282. break;
  283. }
  284. break;
  285. case 6:
  286. finallyHarmReduce = currSentimentEffectConfig.effectVale[0];
  287. break;
  288. case 7:
  289. abnormalHarmAdd = currSentimentEffectConfig.effectVale[0];
  290. break;
  291. case 8:
  292. Fire_Proficient = currSentimentEffectConfig.effectVale[0];
  293. break;
  294. case 9:
  295. Wood_Proficient = currSentimentEffectConfig.effectVale[0];
  296. break;
  297. case 10:
  298. Metal_Proficient = currSentimentEffectConfig.effectVale[0];
  299. break;
  300. case 11:
  301. Water_Proficient = currSentimentEffectConfig.effectVale[0];
  302. break;
  303. case 12:
  304. Earth_Proficient = currSentimentEffectConfig.effectVale[0];
  305. break;
  306. case 99:
  307. // Fire_HarmAdd= currSentimentEffectConfig.effectVale[0];
  308. break;
  309. }
  310. }
  311. }
  312. }