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. /// 火精通
  95. /// </summary>
  96. public float Fire_Proficient;
  97. /// <summary>
  98. /// 土精通
  99. /// </summary>
  100. public float Earth_Proficient;
  101. /// <summary>
  102. /// 水精通
  103. /// </summary>
  104. public float Water_Proficient;
  105. /// <summary>
  106. /// 木精通
  107. /// </summary>
  108. public float Wood_Proficient;
  109. /// <summary>
  110. /// 金精通
  111. /// </summary>
  112. public float Metal_Proficient;
  113. /// <summary>
  114. /// 异常伤害增加
  115. /// </summary>
  116. public float abnormalHarmAdd;
  117. /// <summary>
  118. /// 金伤害增加
  119. /// </summary>
  120. public float Metal_HarmAdd;
  121. /// <summary>
  122. /// 火伤害增加
  123. /// </summary>
  124. public float Fire_HarmAdd;
  125. /// <summary>
  126. /// 土伤害增加
  127. /// </summary>
  128. public float Earth_HarmAdd;
  129. /// <summary>
  130. /// 水伤害增加
  131. /// </summary>
  132. public float Water_HarmAdd;
  133. /// <summary>
  134. /// 木伤害增加
  135. /// </summary>
  136. public float Wood_HarmAdd;
  137. /// <summary>
  138. /// 最后伤害减少
  139. /// </summary>
  140. public float finallyHarmReduce;
  141. /// <summary>
  142. /// 1=英雄 2=小怪 3=精英怪 4=boss
  143. /// </summary>
  144. public int heroType;
  145. public string modelName;
  146. public bool isMonster;
  147. public int k;
  148. // public int[] skillId;
  149. // public List<SkillConfig> skillConfigs;
  150. /// <summary>
  151. /// 所有已解锁技能的ID
  152. /// </summary>
  153. public List<SkillInfo> unLockSkills = new List<SkillInfo>();
  154. public bool isGpu;
  155. public string heroName;
  156. public List<FaBaoInfo> MagicWeaponID = new List<FaBaoInfo>();
  157. /// <summary>
  158. /// 大道修炼ID
  159. /// </summary>
  160. public int TaoismSkillId;
  161. public float GetAttSpeed
  162. {
  163. get
  164. {
  165. float speed = CombatCalculateTool.Instance.GetVlaueRatioForFloat(attSpeed.Value,
  166. addAttSpeed_bl + 100);
  167. if (speed < 0)
  168. {
  169. speed = 0.01f;
  170. }
  171. return speed;
  172. }
  173. }
  174. public float GetAnimationSpeed
  175. {
  176. get { return GetAttSpeed / _attSpeed.Value; }
  177. }
  178. public CombatHeroInfo()
  179. {
  180. }
  181. protected Map<AttributeType, float> _AttributeCacheValue = new Map<AttributeType, float>();
  182. /// <summary>
  183. /// 获取五行灵根属性
  184. /// </summary>
  185. /// <param name="wuXingType"></param>
  186. /// <returns></returns>
  187. public float GetWuXingShuXing(WuXingType wuXingType)
  188. {
  189. switch (wuXingType)
  190. {
  191. case WuXingType.Gold:
  192. float Metal_v = Metal - Metal_Injury;
  193. if (Metal_v < 0)
  194. {
  195. Metal_v = 0;
  196. }
  197. return Metal_v;
  198. break;
  199. case WuXingType.Wood:
  200. float Wood_v = Wood - Wood_Injury;
  201. if (Wood_v < 0)
  202. {
  203. Wood_v = 0;
  204. }
  205. return Wood_v;
  206. break;
  207. case WuXingType.Water:
  208. float Water_v = Water - Water_Injury;
  209. if (Water_v < 0)
  210. {
  211. Water_v = 0;
  212. }
  213. return Water_v;
  214. break;
  215. case WuXingType.Fire:
  216. float Fire_v = Fire - Fire_Injury;
  217. if (Fire_v < 0)
  218. {
  219. Fire_v = 0;
  220. }
  221. return Fire_v;
  222. break;
  223. case WuXingType.Earth:
  224. float Earth_v = Earth - Earth_Injury;
  225. if (Earth_v < 0)
  226. {
  227. Earth_v = 0;
  228. }
  229. return Earth_v;
  230. break;
  231. default:
  232. return 0;
  233. }
  234. }
  235. protected void CalBasicAttribute()
  236. {
  237. _AttributeCacheValue.Clear();
  238. modelID = modelConfig.ID;
  239. if (isMonster)
  240. {
  241. unLockSkills.Clear();
  242. hp = (EncryptionLong)(modelConfig.hp * MonsterPowerUpConfig.HPFactor);
  243. defense = (EncryptionLong)(modelConfig.def * MonsterPowerUpConfig.DEFFactor);
  244. attack = (EncryptionLong)(modelConfig.attack * MonsterPowerUpConfig.ATKFactor);
  245. k = MonsterPowerUpConfig.defK;
  246. Metal = modelConfig.Linggen[0] * MonsterPowerUpConfig.LinggenUp / 100;
  247. Water = modelConfig.Linggen[1] * MonsterPowerUpConfig.LinggenUp / 100;
  248. Wood = modelConfig.Linggen[2] * MonsterPowerUpConfig.LinggenUp / 100;
  249. Fire = modelConfig.Linggen[3] * MonsterPowerUpConfig.LinggenUp / 100;
  250. Earth = modelConfig.Linggen[4] * MonsterPowerUpConfig.LinggenUp / 100;
  251. Shield = (EncryptionLong)(modelConfig.shield * MonsterPowerUpConfig.HudunFactor);
  252. SetSkillAttSpeed(modelConfig.speed_atk);
  253. if (modelConfig.skillID != null)
  254. {
  255. for (int i = 0; i < modelConfig.skillID.Length; i++)
  256. {
  257. int id = modelConfig.skillID[i];
  258. if (id <= 0)
  259. {
  260. continue;
  261. }
  262. int startLevel = modelConfig.skillActiveLv[i];
  263. if (startLevel > 0 && level < startLevel)
  264. {
  265. continue;
  266. }
  267. SkillInfo skillInfo =
  268. new SkillInfo(id, MonsterPowerUpConfig.GongfaLv, MonsterPowerUpConfig.GongfaStar);
  269. skillInfo.index = i;
  270. unLockSkills.Add(skillInfo);
  271. }
  272. }
  273. if (modelConfig.fa_bao_id != null)
  274. {
  275. for (int i = 0; i < modelConfig.fa_bao_id.Length; i++)
  276. {
  277. int faBaoId = modelConfig.fa_bao_id[i];
  278. int startLevel = modelConfig.fabaoActiveLv[i];
  279. if (startLevel > 0 && level < startLevel)
  280. {
  281. continue;
  282. }
  283. if (faBaoId > 0)
  284. {
  285. FaBaoInfo faBaoInfo = new FaBaoInfo(faBaoId, MonsterPowerUpConfig.FabaoLv,
  286. MonsterPowerUpConfig.FabaoStar);
  287. MagicWeaponID.Add(faBaoInfo);
  288. }
  289. }
  290. }
  291. }
  292. else
  293. {
  294. hp = (EncryptionLong)(modelConfig.hp * powerUpConfig.HPFactor);
  295. defense = (EncryptionLong)(modelConfig.def * powerUpConfig.DEFFactor);
  296. attack = (EncryptionLong)(modelConfig.attack * powerUpConfig.ATKFactor);
  297. Shield = (EncryptionLong)(modelConfig.shield * powerUpConfig.HudunFactor);
  298. // shenshi = (EncryptionLong)(modelConfig.shenshi * powerUpConfig.ShenshiFactor);
  299. k = powerUpConfig.defK;
  300. }
  301. for (_AttributeCacheValue.Begin(); _AttributeCacheValue.Next();)
  302. {
  303. switch (_AttributeCacheValue.Key)
  304. {
  305. case AttributeType.Hp:
  306. hp += CombatCalculateTool.Instance.GetVlaueRatioForLong(hp.Value, _AttributeCacheValue.Value);
  307. break;
  308. case AttributeType.Att:
  309. attack += CombatCalculateTool.Instance.GetVlaueRatioForLong(attack.Value,
  310. _AttributeCacheValue.Value);
  311. break;
  312. case AttributeType.Def:
  313. defense += CombatCalculateTool.Instance.GetVlaueRatioForLong(defense.Value,
  314. _AttributeCacheValue.Value);
  315. break;
  316. }
  317. }
  318. if (!isMonster)
  319. {
  320. for (int i = 0; i < MagicWeaponID.Count; i++)
  321. {
  322. FaBaoInfo faBaoInfo = MagicWeaponID[i];
  323. foreach (var VARIABLE in faBaoInfo.attriButedIC)
  324. {
  325. switch (VARIABLE.Key)
  326. {
  327. case 1:
  328. hp += VARIABLE.Value;
  329. break;
  330. case 2:
  331. defense += VARIABLE.Value;
  332. break;
  333. case 3:
  334. attack += VARIABLE.Value;
  335. break;
  336. }
  337. }
  338. }
  339. }
  340. }
  341. public SkillConfig GetGroupSkillConfig(int idGroup)
  342. {
  343. if (unLockSkills == null)
  344. {
  345. return default;
  346. }
  347. for (int i = 0; i < unLockSkills.Count; i++)
  348. {
  349. // SkillConfig skillConfig = ConfigComponent.Instance.Get<SkillConfig>(unLockSkills[i]);
  350. if (unLockSkills[i].skillConfig.IDGroup == idGroup)
  351. {
  352. return unLockSkills[i].skillConfig;
  353. }
  354. }
  355. return default;
  356. }
  357. protected void CalAttribute()
  358. {
  359. CalBasicAttribute();
  360. // skillId = modelConfig.skillID;
  361. modelName = modelConfig.model;
  362. isGpu = modelConfig.isUseGpu;
  363. heroType = modelConfig.heroType;
  364. }
  365. public void SetSkillAttSpeed(float attSpeed)
  366. {
  367. _attSpeed = (EncryptionFloat)(1.0f / attSpeed);
  368. }
  369. protected void SetDataConfig(int modelID, int level)
  370. {
  371. modelConfig = ConfigComponent.Instance.Get<HeroModelConfig>(modelID);
  372. if (isMonster)
  373. {
  374. MonsterPowerUpConfig = ConfigComponent.Instance.Get<MonsterPowerUpConfig>(level);
  375. }
  376. else
  377. {
  378. powerUpConfig = ConfigComponent.Instance.Get<HeroPowerUpConfig>(level);
  379. }
  380. this.level = (EncryptionInt)level;
  381. heroName = LanguageManager.Instance.Text(modelConfig.name);
  382. }
  383. public void InitMonster(int modelID, int level)
  384. {
  385. isMonster = true;
  386. SetDataConfig(modelID, level);
  387. CalAttribute();
  388. }
  389. public CombatHeroInfo Copy()
  390. {
  391. CombatHeroInfo combatHeroInfo = (CombatHeroInfo)MemberwiseClone();
  392. return combatHeroInfo;
  393. }
  394. }