| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576 | using System.Collections.Generic;using Excel2Json;using Fort23.UTool;using GameLogic.Hero;using UnityEngine;namespace GameLogic.CombatScenesTool{    public class TestCombatHeroConfig : MonoBehaviour    {        [System.Serializable]        public class TestHeroInfoConfig        {            public int heroID;            [Header("等级")] public int level;            [Header("额外生命")] public int hp;            [Header("额外攻击力")] public int att;            [Header("额外防御")] public int def;            [Header("金")] public int jing;            [Header("木")] public int mu;            [Header("水")] public int shui;            [Header("火")] public int huo;            [Header("土")] public int tu;            [Header("测试功法(skill ID)")] public List<int> skill;            [Header("测试场景功法等级")] public int skillLevel = 1;            [Header("测试场景功法星级")] public int skillStart = 1;            [Header("测试法宝 法宝ID")] public List<int> magicWeaponId;            public void CopyToCombatHeroInfo(CombatHeroInfo combatHeroInfo)            {                combatHeroInfo.InitMonster(heroID, level);                // int[] skill = combatHeroInfo.modelConfig.skillID;                if (magicWeaponId != null && magicWeaponId.Count > 0)                {                    int fbLevel = ((level - 1) / 10) + 1;                    if (fbLevel <= 0)                    {                        fbLevel = 1;                    }                    combatHeroInfo.MagicWeaponID.Clear();                    for (int i = 0; i < magicWeaponId.Count; i++)                    {                        FaBaoInfo faBaoInfo = new FaBaoInfo(magicWeaponId[i], fbLevel);                        combatHeroInfo.MagicWeaponID.Add(faBaoInfo);                    }                }                if (skill.Count > 0)                {                    combatHeroInfo.unLockSkills.Clear();                    for (int i = 0; i < skill.Count; i++)                    {                        SkillInfo skillInfo = new SkillInfo(skill[i], skillLevel, skillStart);                        skillInfo.index = i;                        combatHeroInfo.unLockSkills.Add(skillInfo);                    }                }                combatHeroInfo.hp.Value += (hp);                combatHeroInfo.attack.Value += (att);            }        }        public TestHeroInfoConfig[] myHeroInfo;        public List<TestHeroInfoConfig> enemyHeroInfo = new List<TestHeroInfoConfig>();        [Header("测试的levelBattle等级")]  public int levelBattleId;        [Header("测试的怪物等级")]  public int enemyLevel;        [Header("是否站桩")] public bool isZhanZhuang;        [Header("站桩时间")] public float zhanZhuangTime;        [Header("测试场景名字")] public string testSenceName;    }}
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