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- using Core.Utility;
- using Excel2Json;
- using Fort23.UTool;
- namespace GameLogic.Equipment
- {
- public class EquipmentInfo
- {
- //装备ID+装等+Type+品质11011
- public string guid;
- public HeroBasicEquipConfig basicEquipConfig;
- public ItemConfig itemConfig;
- public int count;
- public int quality;
- public int ownerID;
- public int level;
-
- public int Attack => m_Attack;
- public int Defense => m_Defense;
- public int Hp => m_HP;
-
- private int m_Attack;
- private int m_Defense;
- private int m_HP;
-
- public void InitEquipment(int itemID, int eLv, int quality)
- {
- itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
- // int equipmentConfigID = itemConfig.itemParam[0] * 10000 + itemConfig.itemParam[1] * 1000 + eLv;
- int equipmentConfigID =
- GlobalParam.GenerateEquipmentID(itemConfig.itemParam[0], itemConfig.itemParam[1], eLv);
- level = eLv;
-
- basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(equipmentConfigID);
- guid = GlobalParam.GenerateGUID();
- CalAtt();
- }
- public void CalAtt()
- {
- // m_Attack = basicEquipConfig.att
- // foreach (int attTyp in basicEquipConfig.AttType)
- for(int i=0; i < basicEquipConfig.AttType.Length; i++)
- {
- int attTyp = basicEquipConfig.AttType[i];
- switch (attTyp)
- {
- case 1:
- int value = basicEquipConfig.AttValue[i] *
- PlayerManager.Instance.eqController.
- GetEquipmentRarityAttributeFactor(quality);
- m_HP = value;
- break;
- case 2:
- break;
- case 3:
- break;
-
- }
- }
- }
- public AccountFileInfo.EqData ToData()
- {
- AccountFileInfo.EqData eqData = new AccountFileInfo.EqData
- {
- guid = guid,
- count = count,
- itemConfigID = itemConfig.ID,
- level = level,
- quality = quality,
- ownerID = ownerID
- };
- return eqData;
- }
-
-
- }
-
- }
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