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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- namespace YLBattle
- {
- /// <summary>
- /// buff适配器
- /// </summary>
- public class BuffAdapter : IBuffAdapter
- {
- /// <summary>
- /// buff常量
- /// </summary>
- public sm_buff mo = null;
- /// <summary>
- /// 构造函数
- /// </summary>
- /// <param name="tid">模板id</param>
- public BuffAdapter(string tid)
- {
- //this.mo = BuffProxy.Instance.GetBuffInfoById(tid);
- this.mo = GameConfigData.Ins.GetbuffMo(int.Parse(tid));
- }
- /// <summary>
- /// 获取模板id
- /// </summary>
- /// <returns>模板id</returns>
- public string TID()
- {
- return this.mo.buffid.ToString();
- }
- /// <summary>
- /// 数据类型1=百分比 2=数值 3=自身物攻百分比 4=自身言攻百分比
- /// </summary>
- /// <returns></returns>
- public int dataType()
- {
- return this.mo.dataType;
- }
- /// <summary>
- /// buff效果(1眩晕 2静止 3护盾 4沉默 5麻痹 6灼烧 7冰冻 8中毒)
- /// </summary>
- /// <returns></returns>
- public int buffType()
- {
- return this.mo.buffType;
- }
- /// <summary>
- /// 瞄准策略
- /// </summary>
- /// <returns></returns>
- public int Aim()
- {
- return this.mo.aim;
- }
- /// <summary>
- /// buff名称
- /// </summary>
- /// <returns>名称</returns>
- public string Name()
- {
- return this.mo.name;
- }
- /// <summary>
- /// 特效
- /// </summary>
- /// <returns>描述</returns>
- public string Res()
- {
- return this.mo.res;
- }
- /// <summary>
- /// Icon
- /// </summary>
- /// <returns>描述</returns>
- public string Icon()
- {
- return this.mo.icon;
- }
- /// <summary>
- /// buff描述
- /// </summary>
- /// <returns>描述</returns>
- public string Desc()
- {
- return this.mo.desc;
- }
- /// <summary>
- /// buff类型0=buff 1=debuff
- /// </summary>
- public int style()
- {
- return this.mo.style;
- }
- /// <summary>
- /// 效果
- /// </summary>
- /// <returns></returns>
- public int Effect()
- {
- return this.mo.effect;
- }
- /// <summary>
- /// 效果
- /// </summary>
- /// <returns></returns>
- public string EffectValue()
- {
- return this.mo.effectvalue;
- }
- /// <summary>
- /// 触发间隔
- /// </summary>
- /// <returns></returns>
- public float IntervalTime()
- {
- return this.mo.intervalTime;
- }
- /// <summary>
- /// 持续时间
- /// </summary>
- /// <returns></returns>
- public float sustainTime()
- {
- return this.mo.sustainTime;
- }
- /// <summary>
- /// 初始能量+
- /// </summary>
- /// <returns></returns>
- public int Nengliangzhi()
- {
- return this.mo.nengliangzhi;
- }
- /// <summary>
- /// 移动速度±
- /// </summary>
- /// <returns></returns>
- public float MoveSpeed()
- {
- return this.mo.moveSpeed;
- }
- /// <summary>
- /// 攻击速度±
- /// </summary>
- /// <returns></returns>
- public float AtkSpeed()
- {
- return this.mo.atkSpeed;
- }
- /// <summary>
- /// 物攻±
- /// </summary>
- /// <returns></returns>
- public float Wuligongji()
- {
- return this.mo.wuligongji;
- }
- /// <summary>
- /// 言攻±
- /// </summary>
- /// <returns></returns>
- public float Fashuqiangdu()
- {
- return this.mo.fashuqiangdu;
- }
- /// <summary>
- /// 回复生命值
- /// </summary>
- /// <returns></returns>
- public int RestoreHp()
- {
- return this.mo.restoreHp;
- }
- /// <summary>
- /// 回复言能
- /// </summary>
- /// <returns></returns>
- public int RestoreMp()
- {
- return this.mo.restoreMp;
- }
- /// <summary>
- /// 物攻伤害±
- /// </summary>
- /// <returns></returns>
- public float PhyatkDamage()
- {
- return this.mo.phyatkDamage;
- }
- /// <summary>
- /// 言攻伤害±
- /// </summary>
- /// <returns></returns>
- public float MagatkDamage()
- {
- return this.mo.magatkDamage;
- }
- /// <summary>
- /// 额外物攻伤害±
- /// </summary>
- /// <returns></returns>
- public float ExtraphyatkDamage()
- {
- return this.mo.extraphyatkDamage;
- }
- /// <summary>
- /// 额外言攻伤害±
- /// </summary>
- /// <returns></returns>
- public float ExtramagatkDamage()
- {
- return this.mo.extramagatkDamage;
- }
- /// <summary>
- /// 暴击几率±
- /// </summary>
- /// <returns></returns>
- public float CriticalProb()
- {
- return this.mo.criticalProb;
- }
- /// <summary>
- /// 暴击伤害±
- /// </summary>
- /// <returns></returns>
- public float CriticalDamage()
- {
- return this.mo.criticalDamage;
- }
- /// <summary>
- /// 冷却时间±
- /// </summary>
- /// <returns></returns>
- public float CoolTime()
- {
- return this.mo.coolTime;
- }
- /// <summary>
- /// 固定伤害
- /// </summary>
- /// <returns></returns>
- public float Damage()
- {
- return this.mo.damage;
- }
- /// <summary>
- /// 自身攻击力(物攻或言攻)百分比转换伤害
- /// </summary>
- /// <returns></returns>
- public float AtkPercent()
- {
- return this.mo.atkPercent;
- }
- /// <summary>
- /// 状态——晕眩
- /// </summary>
- /// <returns></returns>
- public bool Stun()
- {
- return this.mo.buffType == 1 ? true : false;
- }
- /// <summary>
- /// 状态——静止
- /// </summary>
- /// <returns></returns>
- public bool Static()
- {
- return this.mo.buffType == 2 ? true : false;
- }
- /// <summary>
- /// 状态——护盾
- /// </summary>
- /// <returns></returns>
- public bool Shield()
- {
- return this.mo.buffType == 3 ? true : false;
- }
- /// <summary>
- /// 状态——沉默
- /// </summary>
- /// <returns></returns>
- public bool Silent()
- {
- return this.mo.buffType == 4 ? true : false;
- }
- public int MaxHP()
- {
- return 0;
- }
- /// <summary>
- /// 循环
- /// </summary>
- /// <returns></returns>
- public bool Loop()
- {
- return this.mo.loop != 0;
- }
- /// <summary>
- /// 检测属性的值 是否有效
- /// </summary>
- /// <returns></returns>
- public bool CheckPropertyValue(EBuffEffect effType)
- {
- float value = 0;
- switch(effType)
- {
- case EBuffEffect.EBUFF_EFFECT_AtkSpeed:
- value = this.AtkSpeed();
- break;
- case EBuffEffect.EBUFF_EFFECT_CoolTime:
- value = this.CoolTime();
- break;
- case EBuffEffect.EBUFF_EFFECT_CriticalDamage:
- value = this.CriticalDamage();
- break;
- case EBuffEffect.EBUFF_EFFECT_CriticalProb:
- value = this.CriticalProb();
- break;
- case EBuffEffect.EBUFF_EFFECT_Damage:
- value = this.Damage();
- break;
- case EBuffEffect.EBUFF_EFFECT_AtkPercent:
- value = this.AtkPercent();
- break;
- case EBuffEffect.EBUFF_EFFECT_ExtramagatkDa:
- value = this.ExtramagatkDamage();
- break;
- case EBuffEffect.EBUFF_EFFECT_ExtraphyatkDamage:
- value = this.ExtraphyatkDamage();
- break;
- case EBuffEffect.EBUFF_EFFECT_Fashuqiangdu:
- value = this.Fashuqiangdu();
- break;
- case EBuffEffect.EBUFF_EFFECT_MagatkDamage:
- value = this.MagatkDamage();
- break;
- case EBuffEffect.EBUFF_EFFECT_MoveSpeed:
- value = this.MoveSpeed();
- break;
- case EBuffEffect.EBUFF_EFFECT_Nengliangzhi:
- value = this.Nengliangzhi();
- break;
- case EBuffEffect.EBUFF_EFFECT_PhyatkDamage:
- value = this.PhyatkDamage();
- break;
- case EBuffEffect.EBUFF_EFFECT_RestoreHp:
- value = this.RestoreHp();
- break;
- case EBuffEffect.EBUFF_EFFECT_RestoreMp:
- value = this.RestoreMp();
- break;
- case EBuffEffect.EBUFF_EFFECT_Wuligongji:
- value = this.Wuligongji();
- break;
- case EBuffEffect.EBUFF_EFFECT_Stun:
- value = this.Stun() ? 1 : 0;
- break;
- case EBuffEffect.EBUFF_EFFECT_Static:
- value = this.Static() ? 1 : 0;
- break;
- case EBuffEffect.EBUFF_EFFECT_Shield:
- value = this.Shield() ? 1 : 0;
- break;
- case EBuffEffect.EBUFF_EFFECT_Silent:
- value = this.Silent() ? 1 : 0;
- break;
- case EBuffEffect.EBUFF_EFFECT_MaxHp:
- value = this.MaxHP();
- break;
- }
- if( value < 0 || value > 0)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- }
- }
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