using UnityEngine; using System.Collections; namespace YLBattle { /// /// /// public class SkillAdapter : ISkillAdapter { /// /// 获取子弹属性 /// /// /// /// public object GetBulletProperty(string tid, EBulletProperty property) { //var tle = BulletProxy.Instance.GetBulletPropertyById(tid); var tle = GameConfigData.Ins.GetbulletMo(tid); if (null == tle) { //UnityEngine.Debug.LogError("无法查找到指定【子弹】模板数据, id:" + tid); return 0; } switch (property) { case EBulletProperty.EBULLET_PROPERTY_AUDIO: return tle.shootSound + "," + tle.sendingSound + "," + tle.bomSound; case EBulletProperty.EBULLET_PROPERTY_TRAJECTTYPE: return tle.tracktype; case EBulletProperty.EBULLET_PROPERTY_BOMBDELAY: return tle.bombdelay; case EBulletProperty.EBULLET_PROPERTY_SHAKE: return tle.shake; case EBulletProperty.EBULLET_PROPERTY_DRAG: return tle.drag; case EBulletProperty.EBULLET_PROPERTY_RUNTIME: return tle.runtime; } return null; } /// /// 获取技能属性数据 /// /// /// /// public string GetSkillProperty(string _tid, ESkillProperty _type, int level = 1) { if (_tid == string.Empty) { return string.Empty; } //var skill = SkillProxy.Instance.GetSkillInfoById(_tid); var skill = GameConfigData.Ins.GetskillMo(int.Parse(_tid)); if (null == skill) { LogHelper.LogError("无法查找到指定【技能】模板数据, id:" + _tid); return ""; } switch (_type) { case ESkillProperty.ESKILL_PROPERTY_DESC: return skill.desc; case ESkillProperty.ESKILL_PROPERTY_BOMBTIME: /** * 临时为2秒,待技能修改后填入实际数据 */ return skill.delayTime.ToString(); case ESkillProperty.ESKILL_PROPERTY_REDRES: //资源 return skill.redres; case ESkillProperty.ESKILL_PROPERTY_BLUERES: //资源 return skill.blueres; case ESkillProperty.ESKILL_PROPERTY_SECTION: //动作 return skill.section.ToString(); case ESkillProperty.ESKILL_PROPERTY_ACTION: //动作 return skill.action.ToString(); case ESkillProperty.ESKILL_PROPERTY_SKILLTYPE: //技能类型 1= 普攻 2=技能 return skill.type.ToString(); case ESkillProperty.ESKILL_PROPERTY_AIM: //瞄准 return skill.aim.ToString(); case ESkillProperty.ESKILL_PROPERTY_AIMPARM: //瞄准参数 return skill.aimparm.ToString(); case ESkillProperty.ESKILL_PROPERTY_parmValue: { //伤害点值(针对技能) //string valumnValue = skill.parmValue; //if (valumnValue.IndexOf("/") != -1) //{ // string[] valueAry = valumnValue.Split('/'); // if (valueAry.Length >= level) // { // return valueAry[level - 1]; // } // else // { // return valueAry[valueAry.Length - 1]; // } //} return skill.GetParamValue(level).ToString(); } case ESkillProperty.ESKILL_PROPERTY_proType: //影响的属性类型(ID) return skill.ProType.ToString(); case ESkillProperty.ESKILL_PROPERTY_proValue: {//伤害点值(针对技能) string valumnValue = skill.ProValue; if (valumnValue.IndexOf("/") != -1) { string[] valueAry = valumnValue.Split('/'); if (valueAry.Length >= level) { return valueAry[level - 1]; } else { return valueAry[valueAry.Length - 1]; } } return valumnValue; } case ESkillProperty.ESKILL_PROPERTY_BuffLst: return skill.BuffLst; } return string.Empty; } } }