HeroAdapter.cs 11 KB

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  1. using UnityEngine;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using Newtonsoft.Json.Linq;
  6. namespace YLBattle
  7. {
  8. /// <summary>
  9. /// 角色适配器
  10. /// </summary>
  11. public class HeroAdapter : IFighterAdapter
  12. {
  13. /// <summary>
  14. ///
  15. /// </summary>
  16. private sm_hero mTle = null;
  17. /// <summary>
  18. /// 英雄实例数据
  19. /// </summary>
  20. private GameHeroVo mInst = null;
  21. /// <summary>
  22. /// 是否可以修改玩家数据
  23. /// </summary>
  24. private bool canModify = false;
  25. /// <summary>
  26. ///
  27. /// </summary>
  28. private int mSeat = 0;
  29. /// <summary>
  30. ///
  31. /// </summary>
  32. private bool isLeader = false;
  33. /// <summary>
  34. /// 友方
  35. /// </summary>
  36. private bool isNotLocalHero = false;
  37. /// <summary>
  38. /// 所属玩家ID
  39. /// </summary>
  40. private string mPlayerUID = string.Empty;
  41. /// <summary>
  42. /// 构造(pve)
  43. /// </summary>
  44. /// <param name="_strIid">(同服)实例ID</param>
  45. /// <param name="mSeatId">等级</param>
  46. public HeroAdapter(string _strIid, string mSeatId, bool bolLeader)
  47. {
  48. this.isNotLocalHero = false;
  49. this.mInst = UserProxy.Instance.player.collectHero.GetHeroGameInfoByHeroUId(_strIid);
  50. this.mTle = sm_hero.GetMoByID(this.mInst.typeId);
  51. this.canModify = true;
  52. this.mSeat = System.Convert.ToInt32(mSeatId);
  53. this.isLeader = bolLeader;
  54. }
  55. /// <summary>
  56. /// 预加载
  57. /// </summary>
  58. /// <param name="frindUID"></param>
  59. public HeroAdapter(string frindUID)
  60. {
  61. //JObject result = FriendProxy.Instance.FindRecordFriendSharedHeroInfo(frindUID);
  62. //if (result["sharedHero"] == null)
  63. //{
  64. // return;
  65. //}
  66. //GameHeroVo vo = GameCollectHero.ConverJobjToData(result["sharedHero"] as JObject);
  67. //this.mInst = vo;
  68. //this.mTle = sm_hero.GetMoByID(this.mInst.typeId);
  69. //this.canModify = true;
  70. //this.mSeat = -1;
  71. //this.isLeader = false;
  72. //this.isNotLocalHero = true;
  73. //this.mPlayerUID = frindUID;
  74. }
  75. /// <summary>
  76. /// PVP
  77. /// </summary>
  78. /// <param name="vo"></param>
  79. public HeroAdapter(GameHeroVo vo, int seat, bool isLeader)
  80. {
  81. this.mInst = vo;
  82. this.mTle = sm_hero.GetMoByID(this.mInst.typeId);
  83. this.canModify = true;
  84. this.mSeat = seat;
  85. this.isLeader = isLeader;
  86. this.isNotLocalHero = true;
  87. }
  88. /// <summary>
  89. /// Header
  90. /// </summary>
  91. /// <returns></returns>
  92. public bool IsLeader()
  93. {
  94. return this.isLeader;
  95. }
  96. /// <summary>
  97. /// 关联对象实例
  98. /// </summary>
  99. /// <returns>对象实例</returns>
  100. public object Inst()
  101. {
  102. return this.mInst;
  103. }
  104. /// <summary>
  105. /// 角色类型 0=小怪 1=英雄 (战斗中英雄使用公共技能槽)
  106. /// </summary>
  107. /// <returns></returns>
  108. public int RoleType()
  109. {
  110. return this.mTle.roletype;
  111. }
  112. /// <summary>
  113. ///
  114. /// </summary>
  115. /// <returns></returns>
  116. public string FName()
  117. {
  118. return this.mTle.name;
  119. }
  120. /// <summary>
  121. /// 玩家ID (友情帮助时才有此数据)
  122. /// </summary>
  123. /// <returns></returns>
  124. public string PlayerUID()
  125. {
  126. return this.mPlayerUID;
  127. }
  128. /// <summary>
  129. /// 英雄在游戏中的实例id
  130. /// </summary>
  131. /// <returns>英雄游戏实例id</returns>
  132. public string IID()
  133. {
  134. ///如果是友方,则附加前缀“F”防止ID重复
  135. return (this.isNotLocalHero == true ? "F" : "") + this.mInst.uid;
  136. }
  137. /// <summary>
  138. /// 模板ID
  139. /// </summary>
  140. /// <returns></returns>
  141. public string TID()
  142. {
  143. return this.mTle.heroId.ToString();
  144. }
  145. /// <summary>
  146. /// 技能列表
  147. /// </summary>
  148. /// <returns></returns>
  149. //public int CriticalPowerRate()
  150. //{
  151. // return SkillProxy.Instance.GetSkillCondiValue(this.mTle.manuSkill2); ;
  152. //}
  153. /// <summary>
  154. ///
  155. /// </summary>
  156. /// <returns></returns>
  157. public int Seat
  158. {
  159. set { this.mSeat = value; }
  160. get
  161. {
  162. return this.mSeat;
  163. }
  164. }
  165. /// <summary>
  166. ///
  167. /// </summary>
  168. /// <returns></returns>
  169. public string DragonboneName()
  170. {
  171. return this.mTle.dragonBoneMod;
  172. }
  173. /// <summary>
  174. /// 等级
  175. /// </summary>
  176. /// <returns></returns>
  177. public int Level()
  178. {
  179. return this.mInst.level;
  180. }
  181. /// <summary>
  182. /// 等阶
  183. /// </summary>
  184. /// <returns></returns>
  185. public int StrengthLevel()
  186. {
  187. return this.mInst.strengthLevel;
  188. }
  189. /// <summary>
  190. ///
  191. /// </summary>
  192. /// <returns></returns>
  193. public string NormalSound()
  194. {
  195. return this.mTle.normalSound;
  196. }
  197. /// <summary>
  198. ///
  199. /// </summary>
  200. /// <returns></returns>
  201. public string SkillSound()
  202. {
  203. return this.mTle.skillSound;
  204. }
  205. /// <summary>
  206. ///
  207. /// </summary>
  208. /// <returns></returns>
  209. public string BeattackSound()
  210. {
  211. return this.mTle.beattackSound;
  212. }
  213. /// <summary>
  214. ///
  215. /// </summary>
  216. /// <returns></returns>
  217. //public int Attack()
  218. //{
  219. // return this.mTle.wuligongji;
  220. //}
  221. /// <summary>
  222. ///
  223. /// </summary>
  224. /// <returns></returns>
  225. public int Agile()
  226. {
  227. return (int)((1 / this.mTle.gongjisudu) * 1000.0f);
  228. }
  229. #region 战斗技能
  230. /// <summary>
  231. /// 手动攻击技能
  232. /// </summary>
  233. /// <returns>技能模板id</returns>
  234. public string NormalSkill()
  235. {
  236. return this.mTle.normalSkill;
  237. }
  238. /// <summary>
  239. /// 主动技能1
  240. /// </summary>
  241. /// <returns>技能模板id</returns>
  242. public string ManuSkill1()
  243. {
  244. return this.mTle.manuSkill1;
  245. }
  246. /// <summary>
  247. /// 主动技能2
  248. /// </summary>
  249. /// <returns>技能模板id</returns>
  250. public string ManuSkill2()
  251. {
  252. return this.mTle.manuSkill2;
  253. }
  254. /// <summary>
  255. /// 队长技能
  256. /// </summary>
  257. /// <returns>技能模板id</returns>
  258. public string PassiveSkill()
  259. {
  260. return this.mTle.passiveSkill;
  261. }
  262. /// <summary>
  263. /// 队长技能
  264. /// </summary>
  265. /// <returns>技能模板id</returns>
  266. public string LeaderSkill()
  267. {
  268. return this.mTle.leaderSkill == null ? string.Empty : this.mTle.leaderSkill;
  269. }
  270. /// <summary>
  271. /// 获取英雄技能列表
  272. /// </summary>
  273. /// <returns>技能列表</returns>
  274. public string[] Skills()
  275. {
  276. return new string[] { this.mTle.normalSkill,
  277. this.mTle.manuSkill1,
  278. this.mTle.manuSkill2,
  279. this.mTle.passiveSkill
  280. };
  281. }
  282. /// <summary>
  283. /// 获取英雄技能列表
  284. /// </summary>
  285. /// <returns>技能列表</returns>
  286. [Obsolete("过时,2020.4.21")]
  287. public int SkillLevel(string tid)
  288. {
  289. string parm = string.Empty;
  290. if (tid == this.mTle.normalSkill)
  291. {
  292. parm = "normalSkill";
  293. }
  294. if (tid == this.mTle.manuSkill1)
  295. {
  296. parm = "manuSkill1";
  297. }
  298. if (tid == this.mTle.manuSkill2)
  299. {
  300. parm = "manuSkill2";
  301. }
  302. if (tid == this.mTle.passiveSkill)
  303. {
  304. parm = "passiveSkill";
  305. }
  306. return this.mInst.GetSkillLevel(parm);
  307. }
  308. /// <summary>
  309. /// 获取技能冷冻回合数
  310. /// </summary>
  311. /// <returns></returns>
  312. //public int GetSkillBeLockedRound(string skillId)
  313. //{
  314. // return SkillProxy.Instance.GetSkillCondiValue(skillId);
  315. //}
  316. #endregion
  317. /// <summary>
  318. ///
  319. /// </summary>
  320. /// <param name="ep"></param>
  321. /// <returns></returns>
  322. public double GetProperty(EBattleProperty ep)
  323. {
  324. ///属性值=初始值+成长*(等级-1)
  325. double pvalue = 0;
  326. switch (ep)
  327. {
  328. case EBattleProperty.HP:
  329. pvalue = this.mInst.getHpForBattle();
  330. break;
  331. case EBattleProperty.HPMAX:
  332. pvalue = this.mInst.getHpForBattle();
  333. break;
  334. case EBattleProperty.ATTACK:
  335. pvalue = this.mInst.getWuLiGongJiForBattle();
  336. break;
  337. case EBattleProperty.ATTACKSPEED:
  338. pvalue = this.mInst.getGongJiSuDuForBattle();
  339. break;
  340. case EBattleProperty.CRITICALPROB:
  341. //pvalue = this.mInst.getCriticalForBattle(); // 2020.6.3 根据策划指导修正暴击率
  342. pvalue = this.mInst.getCriticalRatioInBattle();
  343. break;
  344. case EBattleProperty.DEFENSE:
  345. pvalue = this.mInst.getFangYuHuJiaForBattle();
  346. break;
  347. case EBattleProperty.MAGICFORCE:
  348. pvalue = this.mInst.getMoFaKangXingForBattle();
  349. break;
  350. case EBattleProperty.MAGICSTRENGTH:
  351. pvalue = this.mInst.getFaShuQiangDuForBattle();
  352. break;
  353. case EBattleProperty.LEVEL:
  354. pvalue = this.mInst.level;
  355. break;
  356. case EBattleProperty.NMAXPOWER:
  357. pvalue = this.mTle.npower;
  358. break;
  359. case EBattleProperty.NPOWER:
  360. pvalue = this.mInst.getNengLiangZhi();
  361. break;
  362. case EBattleProperty.HEIGHT:
  363. pvalue = this.mTle.height;
  364. break;
  365. default:
  366. pvalue = 0;
  367. break;
  368. }
  369. return pvalue;
  370. }
  371. /// <summary>
  372. ///
  373. /// </summary>
  374. /// <param name="ep"></param>
  375. /// <param name="val"></param>
  376. public void ModifyProperty(EBattleProperty ep, float val)
  377. {
  378. }
  379. }
  380. }