BuffAdapter.cs 11 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. namespace YLBattle
  6. {
  7. /// <summary>
  8. /// buff适配器
  9. /// </summary>
  10. public class BuffAdapter : IBuffAdapter
  11. {
  12. /// <summary>
  13. /// buff常量
  14. /// </summary>
  15. public sm_buff mo = null;
  16. /// <summary>
  17. /// 构造函数
  18. /// </summary>
  19. /// <param name="tid">模板id</param>
  20. public BuffAdapter(string tid)
  21. {
  22. //this.mo = BuffProxy.Instance.GetBuffInfoById(tid);
  23. this.mo = GameConfigData.Ins.GetbuffMo(int.Parse(tid));
  24. }
  25. /// <summary>
  26. /// 获取模板id
  27. /// </summary>
  28. /// <returns>模板id</returns>
  29. public string TID()
  30. {
  31. return this.mo.buffid.ToString();
  32. }
  33. /// <summary>
  34. /// 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
  35. /// </summary>
  36. /// <returns></returns>
  37. public int dataType()
  38. {
  39. return this.mo.dataType;
  40. }
  41. /// <summary>
  42. /// 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)
  43. /// </summary>
  44. /// <returns></returns>
  45. public int buffType()
  46. {
  47. return this.mo.buffType;
  48. }
  49. /// <summary>
  50. /// 瞄准策略
  51. /// </summary>
  52. /// <returns></returns>
  53. public int Aim()
  54. {
  55. return this.mo.aim;
  56. }
  57. /// <summary>
  58. /// buff名称
  59. /// </summary>
  60. /// <returns>名称</returns>
  61. public string Name()
  62. {
  63. return this.mo.name;
  64. }
  65. /// <summary>
  66. /// 特效
  67. /// </summary>
  68. /// <returns>描述</returns>
  69. public string Res()
  70. {
  71. return this.mo.res;
  72. }
  73. /// <summary>
  74. /// Icon
  75. /// </summary>
  76. /// <returns>描述</returns>
  77. public string Icon()
  78. {
  79. return this.mo.icon;
  80. }
  81. /// <summary>
  82. /// buff描述
  83. /// </summary>
  84. /// <returns>描述</returns>
  85. public string Desc()
  86. {
  87. return this.mo.desc;
  88. }
  89. /// <summary>
  90. /// buff类型0=buff 1=debuff
  91. /// </summary>
  92. public int style()
  93. {
  94. return this.mo.style;
  95. }
  96. /// <summary>
  97. /// 效果
  98. /// </summary>
  99. /// <returns></returns>
  100. public int Effect()
  101. {
  102. return this.mo.effect;
  103. }
  104. /// <summary>
  105. /// 效果
  106. /// </summary>
  107. /// <returns></returns>
  108. public string EffectValue()
  109. {
  110. return this.mo.effectvalue;
  111. }
  112. /// <summary>
  113. /// 触发间隔
  114. /// </summary>
  115. /// <returns></returns>
  116. public float IntervalTime()
  117. {
  118. return this.mo.intervalTime;
  119. }
  120. /// <summary>
  121. /// 持续时间
  122. /// </summary>
  123. /// <returns></returns>
  124. public float sustainTime()
  125. {
  126. return this.mo.sustainTime;
  127. }
  128. /// <summary>
  129. /// 初始能量+
  130. /// </summary>
  131. /// <returns></returns>
  132. public int Nengliangzhi()
  133. {
  134. return this.mo.nengliangzhi;
  135. }
  136. /// <summary>
  137. /// 移动速度±
  138. /// </summary>
  139. /// <returns></returns>
  140. public float MoveSpeed()
  141. {
  142. return this.mo.moveSpeed;
  143. }
  144. /// <summary>
  145. /// 攻击速度±
  146. /// </summary>
  147. /// <returns></returns>
  148. public float AtkSpeed()
  149. {
  150. return this.mo.atkSpeed;
  151. }
  152. /// <summary>
  153. /// 物攻±
  154. /// </summary>
  155. /// <returns></returns>
  156. public float Wuligongji()
  157. {
  158. return this.mo.wuligongji;
  159. }
  160. /// <summary>
  161. /// 言攻±
  162. /// </summary>
  163. /// <returns></returns>
  164. public float Fashuqiangdu()
  165. {
  166. return this.mo.fashuqiangdu;
  167. }
  168. /// <summary>
  169. /// 回复生命值
  170. /// </summary>
  171. /// <returns></returns>
  172. public int RestoreHp()
  173. {
  174. return this.mo.restoreHp;
  175. }
  176. /// <summary>
  177. /// 回复言能
  178. /// </summary>
  179. /// <returns></returns>
  180. public int RestoreMp()
  181. {
  182. return this.mo.restoreMp;
  183. }
  184. /// <summary>
  185. /// 物攻伤害±
  186. /// </summary>
  187. /// <returns></returns>
  188. public float PhyatkDamage()
  189. {
  190. return this.mo.phyatkDamage;
  191. }
  192. /// <summary>
  193. /// 言攻伤害±
  194. /// </summary>
  195. /// <returns></returns>
  196. public float MagatkDamage()
  197. {
  198. return this.mo.magatkDamage;
  199. }
  200. /// <summary>
  201. /// 额外物攻伤害±
  202. /// </summary>
  203. /// <returns></returns>
  204. public float ExtraphyatkDamage()
  205. {
  206. return this.mo.extraphyatkDamage;
  207. }
  208. /// <summary>
  209. /// 额外言攻伤害±
  210. /// </summary>
  211. /// <returns></returns>
  212. public float ExtramagatkDamage()
  213. {
  214. return this.mo.extramagatkDamage;
  215. }
  216. /// <summary>
  217. /// 暴击几率±
  218. /// </summary>
  219. /// <returns></returns>
  220. public float CriticalProb()
  221. {
  222. return this.mo.criticalProb;
  223. }
  224. /// <summary>
  225. /// 暴击伤害±
  226. /// </summary>
  227. /// <returns></returns>
  228. public float CriticalDamage()
  229. {
  230. return this.mo.criticalDamage;
  231. }
  232. /// <summary>
  233. /// 冷却时间±
  234. /// </summary>
  235. /// <returns></returns>
  236. public float CoolTime()
  237. {
  238. return this.mo.coolTime;
  239. }
  240. /// <summary>
  241. /// 固定伤害
  242. /// </summary>
  243. /// <returns></returns>
  244. public float Damage()
  245. {
  246. return this.mo.damage;
  247. }
  248. /// <summary>
  249. /// 自身攻击力(物攻或言攻)百分比转换伤害
  250. /// </summary>
  251. /// <returns></returns>
  252. public float AtkPercent()
  253. {
  254. return this.mo.atkPercent;
  255. }
  256. /// <summary>
  257. /// 状态——晕眩
  258. /// </summary>
  259. /// <returns></returns>
  260. public bool Stun()
  261. {
  262. return this.mo.buffType == 1 ? true : false;
  263. }
  264. /// <summary>
  265. /// 状态——静止
  266. /// </summary>
  267. /// <returns></returns>
  268. public bool Static()
  269. {
  270. return this.mo.buffType == 2 ? true : false;
  271. }
  272. /// <summary>
  273. /// 状态——护盾
  274. /// </summary>
  275. /// <returns></returns>
  276. public bool Shield()
  277. {
  278. return this.mo.buffType == 3 ? true : false;
  279. }
  280. /// <summary>
  281. /// 状态——沉默
  282. /// </summary>
  283. /// <returns></returns>
  284. public bool Silent()
  285. {
  286. return this.mo.buffType == 4 ? true : false;
  287. }
  288. public int MaxHP()
  289. {
  290. return 0;
  291. }
  292. /// <summary>
  293. /// 循环
  294. /// </summary>
  295. /// <returns></returns>
  296. public bool Loop()
  297. {
  298. return this.mo.loop != 0;
  299. }
  300. /// <summary>
  301. /// 检测属性的值 是否有效
  302. /// </summary>
  303. /// <returns></returns>
  304. public bool CheckPropertyValue(EBuffEffect effType)
  305. {
  306. float value = 0;
  307. switch(effType)
  308. {
  309. case EBuffEffect.EBUFF_EFFECT_AtkSpeed:
  310. value = this.AtkSpeed();
  311. break;
  312. case EBuffEffect.EBUFF_EFFECT_CoolTime:
  313. value = this.CoolTime();
  314. break;
  315. case EBuffEffect.EBUFF_EFFECT_CriticalDamage:
  316. value = this.CriticalDamage();
  317. break;
  318. case EBuffEffect.EBUFF_EFFECT_CriticalProb:
  319. value = this.CriticalProb();
  320. break;
  321. case EBuffEffect.EBUFF_EFFECT_Damage:
  322. value = this.Damage();
  323. break;
  324. case EBuffEffect.EBUFF_EFFECT_AtkPercent:
  325. value = this.AtkPercent();
  326. break;
  327. case EBuffEffect.EBUFF_EFFECT_ExtramagatkDa:
  328. value = this.ExtramagatkDamage();
  329. break;
  330. case EBuffEffect.EBUFF_EFFECT_ExtraphyatkDamage:
  331. value = this.ExtraphyatkDamage();
  332. break;
  333. case EBuffEffect.EBUFF_EFFECT_Fashuqiangdu:
  334. value = this.Fashuqiangdu();
  335. break;
  336. case EBuffEffect.EBUFF_EFFECT_MagatkDamage:
  337. value = this.MagatkDamage();
  338. break;
  339. case EBuffEffect.EBUFF_EFFECT_MoveSpeed:
  340. value = this.MoveSpeed();
  341. break;
  342. case EBuffEffect.EBUFF_EFFECT_Nengliangzhi:
  343. value = this.Nengliangzhi();
  344. break;
  345. case EBuffEffect.EBUFF_EFFECT_PhyatkDamage:
  346. value = this.PhyatkDamage();
  347. break;
  348. case EBuffEffect.EBUFF_EFFECT_RestoreHp:
  349. value = this.RestoreHp();
  350. break;
  351. case EBuffEffect.EBUFF_EFFECT_RestoreMp:
  352. value = this.RestoreMp();
  353. break;
  354. case EBuffEffect.EBUFF_EFFECT_Wuligongji:
  355. value = this.Wuligongji();
  356. break;
  357. case EBuffEffect.EBUFF_EFFECT_Stun:
  358. value = this.Stun() ? 1 : 0;
  359. break;
  360. case EBuffEffect.EBUFF_EFFECT_Static:
  361. value = this.Static() ? 1 : 0;
  362. break;
  363. case EBuffEffect.EBUFF_EFFECT_Shield:
  364. value = this.Shield() ? 1 : 0;
  365. break;
  366. case EBuffEffect.EBUFF_EFFECT_Silent:
  367. value = this.Silent() ? 1 : 0;
  368. break;
  369. case EBuffEffect.EBUFF_EFFECT_MaxHp:
  370. value = this.MaxHP();
  371. break;
  372. }
  373. if( value < 0 || value > 0)
  374. {
  375. return true;
  376. }
  377. else
  378. {
  379. return false;
  380. }
  381. }
  382. }
  383. }