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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- namespace YLBattle
- {
- /// <summary >
- /// 战斗环境
- /// </summary>
- public class BattleParam
- {
- #region 配置信息
- /// <summary>
- /// 单场战斗总时间, 单位毫秒
- /// </summary>
- public int BattleShowTime = 0;
- #endregion
- #region 战场变量
- /// <summary>
- /// 万一是打副本呢? 副本的ID 502000开始
- /// </summary>
- public int carbonId = 0;
- /// <summary>
- /// 关卡模式 [0=普通关卡 【1=无穷尽】 2=pvp 3=test 4=guide]
- /// </summary>
- public int levelMode = 0;
- /// <summary>
- /// 当前关卡编号
- /// </summary>
- public int levelID = 0;
- /// <summary>
- /// 关卡(波次)进度
- /// </summary>
- public int levelStatus = 0;
- /// <summary>
- /// 关卡总数
- /// </summary>
- public int levelTotalStatus = 0;
- /// <summary>
- /// 当前关卡的难度
- /// </summary>
- public int levelDifficity;
- /// <summary>
- /// 地图名称
- /// </summary>
- public string levelSenceBundle = "";
- /// <summary>
- /// 地图名称
- /// </summary>
- public string levelSenceBGBundle = "";
- /// <summary>
- /// 关卡名称
- /// </summary>
- public string levelName = string.Empty;
- /// <summary>
- /// Boss警告id
- /// </summary>
- public string warningFighterId = string.Empty;
- /// <summary>
- /// 必杀警告id
- /// </summary>
- public string criticalFighterId = string.Empty;
- /// <summary>
- /// 己方技能释放者id
- /// </summary>
- public string mBlueSkillFighterId = string.Empty;
- /// <summary>
- /// 敌方技能释放者id
- /// </summary>
- public string mRedSkillFighterId = string.Empty;
- /// <summary>
- /// (当前波次)是否有boss出场
- /// </summary>
- public bool IsBossArrival = false;
- /// <summary>
- /// 是否释放了队长技能
- /// </summary>
- public bool IsCastLeaderSkill = false;
- /// <summary>
- /// 当前boss.Fighter.ID()
- /// </summary>
- public string bossId = string.Empty;
- /// <summary>
- /// 暂停标志
- /// </summary>
- public bool IsPause = false;
- /// <summary>
- /// 蓝队数据重新加载标志
- /// </summary>
- public bool reloadBlue = false;
- /// <summary>
- /// 是否双倍速
- /// </summary>
- public bool isSecSpeed = false;
- /// <summary>
- /// 连击伤害倍率 (X/100)
- /// </summary>
- public int BattleLianJiDamageRate = 50;
- /// <summary>
- /// 连击
- /// 1、只要是攻击,就+1是吧,普通,技能,连击,都算
- /// 2、上一次的更新(+1)超过2秒没更新,就重置
- /// </summary>
- public int BattleLianJiIndex = 0;
- /// <summary>
- /// 上一次连击时间
- /// </summary>
- public long LastBattleLianJiTime = 0;
- /// <summary>
- /// 己方上一次TeamPower值
- /// </summary>
- public long LastCOMBOTime = 0;
- /// <summary>
- /// 己方上一次Power值
- /// </summary>
- public long LastPowerTime = 0;
- /// <summary>
- /// 当前己方(连击)能量值值
- /// </summary>
- private long BlueCOMBOPower = 0;
- /// <summary>
- /// 当前己方(连击)能量值上限
- /// </summary>
- public long BlueTeamMaxPower = 0;
- /// <summary>
- /// 当前己方(技能)能量值值
- /// </summary>
- private long BlueTeamSkillPower = 0;
- /// <summary>
- /// 当前敌方(技能)能量值值
- /// </summary>
- private long RedTeamSkillPower = 0;
- /// <summary>
- /// 当前己方(技能)能量值上限
- /// </summary>
- public long BlueTeamMaxSkillPower = 0;
- /// <summary>
- /// 当前敌方(技能)能量值上限
- /// </summary>
- public long RedTeamMaxSkillPower = 0;
- /// <summary>
- /// 己方必杀时间
- /// </summary>
- public long BlueCriticalTime = 0;
- /// <summary>
- /// 释放技能恢复值
- /// </summary>
- public int IncreasePowerByCastSkill = 0;
- /// <summary>
- /// 战斗队伍最大人数
- /// </summary>
- public int BattleTeamMaxFighter = 0;
- /// <summary>
- /// 是否有友情支援
- /// </summary>
- public bool isFriendHelp = false;
- /// <summary>
- /// 好友playerID
- /// </summary>
- public string mFriendUID = string.Empty;
- /// <summary>
- /// 对手UID
- /// </summary>
- public string mPVP_PlayerUID = string.Empty;
- /// <summary>
- /// 对手类型
- /// </summary>
- public string mPVP_Type = string.Empty;
- /// <summary>
- /// 无穷尽关卡模式, 战斗结束,玩家离开战斗时的状态
- /// 0 = 未通关 1= 通关
- /// </summary>
- public int mBattleForever_LeaveState = 0;
- /// <summary>
- /// 己方当前正在攻击的角色ID
- /// </summary>
- public string mBlueCurrentCenterAttacker = string.Empty;
- /// <summary>
- /// 敌方当前正在攻击的角色ID
- /// </summary>
- public string mRedCurrentCenterAttacker = string.Empty;
- #endregion
- #region 关卡数据
- /// <summary>
- /// 己方
- /// </summary>
- public List<IFighterAdapter> blueteam = new List<IFighterAdapter>();
- /// <summary>
- /// 敌方
- /// </summary>
- public List<IFighterAdapter> redteam = new List<IFighterAdapter>();
- /// <summary>
- /// 友方
- /// </summary>
- public IFighterAdapter friend = null;
- #endregion
- #region 数据提供及通用适配器
- /// <summary>
- /// 显示适配器
- /// </summary>
- public IShowAdapter mShowAdapter;
- /// <summary>
- /// 地图数据适配器
- /// </summary>
- public IFieldAdapter mFieldAdapter;
- /// <summary>
- /// 技能适配器
- /// </summary>
- public ISkillAdapter mSkillAdapter;
- /// <summary>
- /// 调试输出适配
- /// </summary>
- public IDebug mDebugHelper;
- /// <summary>
- /// 时间中心
- /// </summary>
- public TimeHelper mTimeHelper;
- /// <summary>
- /// 随机数发生器
- /// </summary>
- public RandomHelper mRandom;
- #endregion
- #region 数据及逻辑处理适配器
- /// <summary>
- /// 战斗全局接口
- /// </summary>
- public IBattleGlobalOper mBattleGlobalOper;
- /// <summary>
- /// 战场交互接口
- /// </summary>
- public IBattleInnerOper mBattleInnerOper;
- /// <summary>
- /// 事件中心
- /// </summary>
- public IEventDispatcher mEventDisp;
- /// <summary>
- /// 战斗对象操作接口
- /// </summary>
- public ILogicFighterOper mLogicFighterOper;
- /// <summary>
- /// 子弹管理操作
- /// </summary>
- public X2Battle.BulletManager mBulletManagerOpr;
- /// <summary>
- /// buff管理操作
- /// </summary>
- public IBuffOper mBuffManagerOpr;
- #endregion
- #region (get)
- /// <summary>
- /// (连击)能量值
- /// </summary>
- public long BattleCOMBOPower
- {
- set
- {
- BlueCOMBOPower = value;
- if (BlueCOMBOPower >= BlueTeamMaxPower)
- {
- BlueCOMBOPower = BlueTeamMaxPower;
- }
- if (BlueCOMBOPower < 0)
- {
- BlueCOMBOPower = 0;
- }
- }
- get { return BlueCOMBOPower; }
- }
- /// <summary>
- /// (技能槽)能量值
- /// </summary>
- public long BattleBlueTeamSkillPower
- {
- set
- {
- BlueTeamSkillPower = value;
- if (BlueTeamSkillPower >= BlueTeamMaxSkillPower)
- {
- BlueTeamSkillPower = BlueTeamMaxSkillPower;
- }
- if (BlueTeamSkillPower < 0)
- {
- BlueTeamSkillPower = 0;
- }
- }
- get { return BlueTeamSkillPower; }
- }
- /// <summary>
- /// (技能槽)能量值
- /// </summary>
- public long BattleRedTeamSkillPower
- {
- set
- {
- RedTeamSkillPower = value;
- if (RedTeamSkillPower >= RedTeamMaxSkillPower)
- {
- RedTeamSkillPower = RedTeamMaxSkillPower;
- }
- if (RedTeamSkillPower < 0)
- {
- RedTeamSkillPower = 0;
- }
- }
- get { return RedTeamSkillPower; }
- }
- /// <summary>
- /// 无穷尽关卡模式, 战斗结束,玩家离开战斗时的状态
- /// 0 = 未通关 1= 通关
- /// </summary>
- /// <returns>关卡编号</returns>
- public int BattleForever_LeaveState()
- {
- return this.mBattleForever_LeaveState;
- }
- /// <summary>
- /// 当前战斗关卡编号
- /// </summary>
- /// <returns>关卡编号</returns>
- public int BattleLevelID()
- {
- return this.levelID;
- }
- /// <summary>
- /// 当前战斗关卡所 归属的副本编号
- /// </summary>
- /// <returns></returns>
- public int BattleCarbonID()
- {
- return this.carbonId;
- }
- /// <summary>
- /// 获取当前关卡场景进度
- /// </summary>
- /// <returns>进度值</returns>
- public int BattleLevelStatus()
- {
- return this.levelStatus;
- }
- /// <summary>
- /// 获取战斗场景背景图名称
- /// </summary>
- /// <returns>背景图名称</returns>
- public string BattleSceneBundle()
- {
- return this.levelSenceBundle;
- }
- /// <summary>
- /// 获取战斗场景背景图名称
- /// </summary>
- /// <returns>背景图名称</returns>
- public string BattleSceneBgBundle()
- {
- return this.levelSenceBGBundle;
- }
- /// <summary>
- /// 获取调试信息适配器
- /// </summary>
- /// <returns>适配器对象</returns>
- public IDebug DebugHelper()
- {
- return this.mDebugHelper;
- }
- /// <summary>
- /// 获取显示适配器
- /// </summary>
- /// <returns>适配器信息</returns>
- public IShowAdapter ShowAdapter()
- {
- return this.mShowAdapter;
- }
- /// <summary>
- /// 获取战场地图模板数据适配器
- /// </summary>
- /// <returns>适配器信息</returns>
- public IFieldAdapter FieldAdapter()
- {
- return this.mFieldAdapter;
- }
- /// <summary>
- /// 获取技能数据适配器
- /// </summary>
- /// <returns>适配器信息</returns>
- public ISkillAdapter SkillAdapter()
- {
- return this.mSkillAdapter;
- }
- /// <summary>
- /// 时间辅助类
- /// </summary>
- /// <returns>时间对象</returns>
- public TimeHelper TimeCenter()
- {
- return this.mTimeHelper;
- }
- /// <summary>
- /// 随机数发生器
- /// </summary>
- /// <returns>随机数对象</returns>
- public RandomHelper Random()
- {
- return this.mRandom;
- }
- /// <summary>
- /// 事件中心
- /// </summary>
- /// <returns></returns>
- public IEventDispatcher EventDisp()
- {
- return this.mEventDisp;
- }
- /// <summary>
- /// 外部数据交互接口
- /// </summary>
- /// <returns>接口信息</returns>
- public IBattleGlobalOper BattleGlobalOper()
- {
- return this.mBattleGlobalOper;
- }
- /// <summary>
- /// 获取内部交互接口
- /// </summary>
- /// <returns>接口信息</returns>
- public IBattleInnerOper BattleInnerOper()
- {
- return this.mBattleInnerOper;
- }
- /// <summary>
- /// 获取蓝队重新加载标志
- /// </summary>
- /// <returns>true重新加载, false不重新加载</returns>
- public bool RealodBule()
- {
- return this.reloadBlue;
- }
- /// <summary>
- /// 己方成员列表
- /// </summary>
- /// <returns>己方成员列表</returns>
- public List<IFighterAdapter> BlueTeam()
- {
- return this.blueteam;
- }
- /// <summary>
- /// 敌方成员列表
- /// </summary>
- /// <returns>敌方成员列表</returns>
- public List<IFighterAdapter> RedTeam()
- {
- return this.redteam;
- }
- /// <summary>
- /// 朋友
- /// </summary>
- /// <returns></returns>
- public string FriendUID
- {
- set
- {
- mFriendUID = value;
- if (mFriendUID.Trim().Length > 0)
- {
- isFriendHelp = true;
- }
- }
- get { return mFriendUID; }
- }
- #endregion
- /// <summary>
- /// 购买buff,所花费的金币
- /// </summary>
- public int BuyBuffCostGold { get; set; }
- /// <summary>
- /// 战前已购买并配置的buff
- /// </summary>
- public List<string> TeamBuffs { get; set; }
- }
- }
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