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- using UnityEngine;
- using System.Collections;
- namespace YLBattle
- {
- /// <summary>
- ///
- /// </summary>
- public class SkillAdapter : ISkillAdapter
- {
- /// <summary>
- /// 获取子弹属性
- /// </summary>
- /// <param name="tid"></param>
- /// <param name="property"></param>
- /// <returns></returns>
- 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;
- }
- /// <summary>
- /// 获取技能属性数据
- /// </summary>
- /// <param name="tid"></param>
- /// <param name="proty"></param>
- /// <returns></returns>
- 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;
- }
- }
- }
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