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- using UnityEngine;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- /// <summary>
- /// 角色[游戏数据]
- /// </summary>
- public class GameHeroVo
- {
- /// <summary>
- /// 是否是我自己的英雄 Ps. 本字段为本地字段,未同步到网络.
- /// 是我的= true, 其他人的= false
- /// </summary>
- public bool IsMyOwnerHero = false;
- /// <summary>
- /// 唯一ID
- /// </summary>
- public string uid { get; set; } = "0";
- /// <summary>
- /// 模板数据id
- /// </summary>
- public string typeId { get; set; }
- /// <summary>
- ///当前的经验(角色吃经验丹获得经验从而使level值成长.)
- /// </summary>
- public int xp { get; set; }
- /// <summary>
- /// 当前等级进展,累计的总经验
- /// </summary>
- public int maxXp
- {
- get
- {
-
- if (this.starLimitLv == this.level)
- {
- return xp;
- }
- var lvMo = GameConfigData.Ins.Gethero_levelexpMo(this.level + 1);
- if (null != lvMo)
- {
- return lvMo.requiredExp;
- }
- return GameConfigData.Ins.Gethero_levelexpMo(this.level).requiredExp;
- }
- }
- /// <summary>
- /// 当前等级(level值决定了其他属性如hp, phyAtk,等的成长(公式))
- /// </summary>
- public int level { get; set; } = 1;
- /// <summary>
- /// 品阶(S A B C D)(品阶可以通过吃碎片成长)
- /// </summary>
- public string grade { get; set; } = "D";
- /// <summary>
- /// 武器数据引用
- /// </summary>
- internal GameCollectEquips EquipRef;
- /// <summary>
- /// 言灵数据引用
- /// </summary>
- internal GameCollectYanling YanlingRef;
- #region 扩展功能标签
- /// <summary>
- /// 判断自己是否是队长
- /// </summary>
- public bool IsTeamLeader => UserProxy.Instance.player.heroTeamConfig.teamDic.Values.ToList().Exists(team => team.CurTeamLeaderUID == this.uid);
- /// <summary>
- /// 判断自己是否已经有战队了
- /// </summary>
- public bool IsInTeam => int.Parse(this.uid) > 0 && UserProxy.Instance.player.heroTeamConfig.teamDic.Values.ToList().Exists(team => team.heros.Contains(this.uid));
- /// <summary>
- /// 是否可升级, 玩家等级限制英雄等级
- /// </summary>
- /// <returns></returns>
- public bool HeroCanLevelUp => this.level < (sm_playerlevel.getUserLvById(UserProxy.Instance.player.baseInfo.level)?.hero_max_level ?? 15); // 找不到配置数据, 默认最大15级
- /// <summary>
- /// 英雄的模板数据源
- /// </summary>
- public sm_hero mo => sm_hero.GetMoByID(this.typeId);
- #endregion
- #region 技能
- // UNDONE : 技能部分梳理好,补充这里 -- 王刚 2019年12月4日
- // 原来 : 普通技能, 手动1, 手动2, 被动技能和队长技能.
- // 新的 : 普攻、必杀、被动、闪避、队长技
- /// <summary>
- /// 技能等级信息记录
- /// key 为技能ID,value为技能对应的等级
- /// </summary>
- [Obsolete("旧技能信息", true)]
- public Dictionary<string, int> skillDic = new Dictionary<string, int>();
- /// <summary>
- /// 子技能列表(子技能id)
- /// </summary>
- public Dictionary<int, List<int>> subSkills = new Dictionary<int, List<int>>();
- /// <summary>
- /// 查询可解锁技能列表
- /// </summary>
- /// <returns></returns>
- public List<sm_subSkill> GetUnlockAbleSkills(int mainSkillId)
- {
- var li = new List<sm_subSkill>();
- var ssl = sm_subSkill.GetSubSkillsByMainSkillId(mainSkillId) // 取主技能对应的子技能集合
- .Where(sm => sm.level == 1); // 未解锁,限定为1级技能
- foreach (var sm in ssl)
- {
- bool find = false;
- if (this.subSkills.ContainsKey(mainSkillId)) // 防御
- {
- var itor_sm = sm;
- if (this.subSkills[mainSkillId].Contains(itor_sm.subSkillId))
- {
- find = true;
- }
- else
- {
- while (itor_sm.nextLevel_Id > 0)
- { // 整个链条上的id都判断一遍
- if (this.subSkills[mainSkillId].Contains(itor_sm.nextLevel_Id))
- {
- find = true;
- break;
- }
- itor_sm = sm_subSkill.GetMoById(itor_sm.nextLevel_Id);
- }
- }
- }
- if (!find && sm.canUnlock(this)) // 英雄子技能列表中不包含的id判定为待解锁状态
- {
- li.Add(sm);
- }
- }
- return li;
- }
- /// <summary>
- /// 查询可升级子技能
- /// </summary>
- /// <returns></returns>
- public List<sm_subSkill> GetUpdateAbleSkills(int mainSkillId)
- {
- var li = new List<sm_subSkill>();
- if (this.subSkills.ContainsKey(mainSkillId))
- {
- foreach (var id in this.subSkills[mainSkillId])
- {
- var sk = sm_subSkill.GetMoById(id);
- if (sk.canUpgrade(this))
- {
- li.Add(sk);
- }
- }
- }
- return li;
- }
- /// <summary>
- /// 取一个主技能底下的所有子技能
- /// </summary>
- /// <param name="mainSkillId"></param>
- /// <returns></returns>
- public List<sm_subSkill> GetSubSkills(int mainSkillId)
- {
- var li = new List<sm_subSkill>();
- var ssl = sm_subSkill.GetSubSkillsByMainSkillId(mainSkillId) // 取主技能对应的子技能集合
- .Where(sm => sm.level == 1); // 未解锁,限定为1级技能
- foreach (var sm in ssl)
- {
- bool find = false;
- if (this.subSkills.ContainsKey(mainSkillId)) // 防御
- {
- var itor_sm = sm;
- if (this.subSkills[mainSkillId].Contains(itor_sm.subSkillId))
- {
- find = true;
- li.Add(sm);
- continue;
- }
- else
- {
- while (itor_sm.nextLevel_Id > 0)
- { // 整个链条上的id都判断一遍
- if (this.subSkills[mainSkillId].Contains(itor_sm.nextLevel_Id))
- {
- find = true;
- break;
- }
- itor_sm = sm_subSkill.GetMoById(itor_sm.nextLevel_Id);
- }
- }
- }
- if (!find) // 英雄子技能列表中不包含的id判定为待解锁状态
- {
- li.Add(sm);
- }
- }
- return li;
- }
- /// <summary>
- /// 队长技
- /// </summary>
- /// <returns></returns>
- public sm_skill SkillLeader()
- {
- return sm_skill.GetMoByID(int.Parse(this.mo.skill_leader));
- }
- /// <summary>
- /// 普通攻击技能
- /// </summary>
- /// <returns></returns>
- public sm_skill SkillNormal()
- {
- return sm_skill.GetMoByID(int.Parse(this.mo.GetNormalSkills()[0]));
- //return sm_skill.GetMoByID(int.Parse(this.mo.skill_normal));
- }
- /// <summary>
- /// 必杀技
- /// </summary>
- /// <returns></returns>
- public sm_skill SkillBisha()
- {
- return sm_skill.GetMoByID(int.Parse(this.mo.skill_bisha));
- }
- /// <summary>
- /// 闪避/冲刺
- /// </summary>
- /// <returns></returns>
- public sm_skill SkillShanbi()
- {
- return sm_skill.GetMoByID(int.Parse(this.mo.skill_shanbi));
- }
- /// <summary>
- /// 被动技
- /// </summary>
- /// <returns></returns>
- public sm_skill SkillBeidong()
- {
- return sm_skill.GetMoByID(int.Parse(this.mo.skill_beidong));
- }
- #endregion
- /* 一个英雄 有3个装备槽: waepon、armor、ring */
- #region 装备
- /// <summary>
- /// 英雄的装备信息
- /// key = [waepon. armor. ring]
- /// value = 装备UID
- /// </summary>
- public Dictionary<string, HeroGameVo_Equip> equips = new Dictionary<string, HeroGameVo_Equip>();
- /// <summary>
- /// 拉取本英雄可用的装备列表
- /// </summary>
- /// <returns></returns>
- public List<UserEquipmentVo> UsableWeapons()
- {
- return UserProxy.Instance.player.collectEquip.FindUseableEquips(int.Parse(this.typeId));
- }
- #endregion
- /* 一个英雄 有3个言灵槽: left:1、middle:2、right:3 */
- #region 言灵
- /// <summary>
- /// 英雄的言灵信息 (暂时先用字符串吧,优化的时候再说(王刚2020年1月2日18:50:53))
- /// key = [1. 2. 3]
- /// </summary>
- public Dictionary<int, HeroGameVo_Yanling> yanling = new Dictionary<int, HeroGameVo_Yanling>();
- /// <summary>
- /// 英雄的言灵信息---新的 2021.6.22
- /// </summary>
- public Dictionary<int, UserYanlingVo> hero_yanling
- {
- get
- {
- Dictionary<int, UserYanlingVo> dic = new Dictionary<int, UserYanlingVo>();
- foreach (KeyValuePair<int, HeroGameVo_Yanling> kv in this.yanling)
- {
- if (UserProxy.Instance.player.collectYanling.items.ContainsKey(kv.Value.itemuid))
- {
- UserYanlingVo vo = UserProxy.Instance.player.collectYanling.items[kv.Value.itemuid];
- dic[kv.Key] = vo;
- }
- else
- {
- UserYanlingVo vo = new UserYanlingVo();
- dic[kv.Key] = vo;
- }
- }
- return dic;
- }
- }
- /// <summary>
- /// 拉取本英雄可用的言灵列表
- /// </summary>
- /// <returns></returns>
- public List<UserYanlingVo> UsableYanling()
- {
- return UserProxy.Instance.player.collectYanling.FindUseableYanlings(int.Parse(this.typeId));
- }
- /// <summary>
- /// 当前英雄装配的言灵套系属性加成
- /// </summary>
- public List<yanlingComposeDataVo> hero_yanlingComposeAttr
- {
- get
- {
- List<yanlingComposeDataVo> list = new List<yanlingComposeDataVo>();
- List<int> cIdList = new List<int>();
- foreach (KeyValuePair<int, UserYanlingVo> kv in this.hero_yanling)
- {
- if (kv.Value.typeId == null)
- {
- continue;
- }
- int id = kv.Value.nMo.GetYanlingExt().composeId;
- cIdList.Add(id);
- }
- if (cIdList.Count == 0)
- {
- return list;
- }
- int count = 0;
- int composeId = 0;
- foreach (var item in cIdList.GroupBy(c => c))
- {
- int n = item.Count();
- if (count < n)
- {
- count = n;
- composeId = item.Key;
- }
- }
- if (composeId == 0)
- {
- return list;
- }
- if (count <= 1)
- {
- return list;
- }
- sm_yanling_compose mo = GameConfigData.Ins.Getyanling_composeMo(composeId);
- if (mo == null)
- {
- return list;
- }
- string[] twoList = mo.two_compose.Split(',');
- int attrType = int.Parse(twoList[0]);
- yanlingComposeDataVo vo = new yanlingComposeDataVo();
- vo.composeId = composeId;
- vo.isShow = false;
- if (count >= 2)
- {
- vo.isShow = true;
- }
- vo.attr = (EHeroAddProperties)attrType;
- vo.desc = mo.two_desc;
- vo.attrName = mo.name;
- vo.type = int.Parse(twoList[1]);
- vo.val = int.Parse(twoList[2]);
- list.Add(vo);
- //sm_yanling_compose newMo = GameConfigData.Ins.Getyanling_composeMo(composeId);
- string[] threeList = mo.three_compose.Split(',');
- int attrType_3 = int.Parse(threeList[0]);
- yanlingComposeDataVo vo_3 = new yanlingComposeDataVo();
- vo_3.composeId = composeId;
- vo_3.isShow = false;
- if (count >= 3)
- {
- vo_3.isShow = true;
- }
- vo_3.attr = (EHeroAddProperties)attrType_3;
- vo_3.desc = mo.three_desc;
- vo_3.attrName = mo.name;
- vo_3.type = int.Parse(threeList[1]);
- vo_3.val = int.Parse(threeList[2]);
- list.Add(vo_3);
- return list;
- }
- }
- public string yanlingComseName
- {
- get
- {
- if (this.hero_yanlingComposeAttr.Count == 0)
- {
- return "";
- }
- if (this.hero_yanlingComposeAttr[0].composeId == 0)
- {
- return "";
- }
- sm_yanling_compose mo = GameConfigData.Ins.Getyanling_composeMo(this.hero_yanlingComposeAttr[0].composeId);
- if (mo == null)
- {
- return "";
- }
- return mo.name;
- }
- }
- #endregion
- #region 过时
- /// <summary>
- /// 英雄锁定状态()
- /// true= 被锁定
- /// false = 未锁定
- /// </summary>
- [Obsolete("")]
- public bool isLocked { get; set; }
- /// <summary>
- /// 当前等阶 默认是0--------这个应该是废弃的-----2022-7-13最新注释:这个字段最开始应该是星级,后来升星功能改变用curStar字段了
- /// 这个字段是废弃的
- /// 0 1 2 3 4 5
- /// 绿 蓝 红 紫 橙
- /// </summary>
- [Obsolete("新规划只有等级和等阶两个强化 维度 ")]
- public int strengthLevel { get; set; }
- /// <summary>
- /// //升星
- /// 当前星级 默认是0星
- /// </summary>
- public int curStar { get; set; }
- /// <summary>
- /// 默认的当前神血等级
- /// 默认是0
- /// 最大是9 ~~~
- /// </summary>
- [Obsolete("新规划只有等级和等阶两个强化 维度 ")]
- public int curBloodId { get; set; }
- /// <summary>
- /// 当前星级限制的等级
- /// </summary>
- public int starLimitLv
- {
- get
- {
- sm_heroextra_level_tupo mo = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar);
- if (mo == null)
- {
- return 0;
- }
- return mo.promoteLv;
- }
- }
- /// <summary>
- /// 突破的玩家等级限制
- /// </summary>
- public int userLimitLv
- {
- get
- {
- if (this.curStar >= 5)
- {
- return 0;
- }
- sm_heroextra_level_tupo mo = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1);
- return mo.userlvLimit;
- }
- }
- /// <summary>
- /// 是不是升级按钮 true:是
- /// </summary>
- public bool isUpgrade
- {
- get
- {
- if (this.curStar >= 5)
- {
- return true;
- }
- //&& UserProxy.Instance.player.baseInfo.level >= sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1).userlvLimit
- if (this.level >= this.starLimitLv)
- {
- return false;
- }
- return true;
- }
- }
- /// <summary>
- /// 消耗的道具----突破
- /// </summary>
- public List<ItemVo> costItem_tupo
- {
- get
- {
- List<ItemVo> list = new List<ItemVo>();
- if (this.curStar >= 5)
- {
- return list;
- }
- sm_heroextra_level_tupo mo = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1);
- string[] sList = mo.costItems.Split(';');
- foreach (string item in sList)
- {
- string[] str = item.Split(',');
- ItemVo vo = new ItemVo();
- vo.typeId = str[0];
- vo.count = int.Parse(str[1]);
- list.Add(vo);
- }
- ItemVo itVo = new ItemVo();
- itVo.typeId = mo.segID.ToString();
- itVo.count = mo.segNum;
- list.Add(itVo);
- return list;
- }
- }
- /// <summary>
- /// 升级消耗道具
- /// </summary>
- public List<ItemVo> costItem_up
- {
- get
- {
- List<ItemVo> list = new List<ItemVo>();
- Dictionary<int, sm_item_stones> item_stonesMo = GameConfigData.Ins.item_stones;
- Dictionary<string, ItemVo> cDic = UserProxy.Instance.player.collectItem.collectItemDic;
- foreach (KeyValuePair<int, sm_item_stones> kv in item_stonesMo)
- {
- if (cDic.ContainsKey(kv.Key.ToString()))
- {
- list.Add(cDic[kv.Key.ToString()]);
- }
- }
- return list;
- }
- }
- /// <summary>
- /// 当前金币值
- /// </summary>
- public int curGold
- {
- get
- {
- return UserProxy.Instance.player.baseInfo.gold;
- }
- }
- /// <summary>
- /// 突破需要的金币
- /// </summary>
- public int costGold_tupo
- {
- get
- {
- if (this.curStar >= 5)
- {
- return 0;
- }
- sm_heroextra_level_tupo mo = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1);
- return mo.gold;
- }
- }
- /// <summary>
- /// 唤灵师星级限制的等级下的经验最大值
- /// </summary>
- public int lvLimitMaxExp
- {
- get
- {
- Dictionary<int, sm_hero_levelexp> hero_levelexp = GameConfigData.Ins.hero_levelexp;
- int n = 0;
- foreach (KeyValuePair<int, sm_hero_levelexp> kv in hero_levelexp)
- {
- if (kv.Key <= this.level)
- {
- continue;
- }
- n += kv.Value.needExp;
- if (kv.Key > this.starLimitLv)
- {
- break;
- }
- }
- return n;
- }
- }
- #endregion
- #region 新增 方法
- /// <summary>
- /// 英雄增加经验
- /// </summary>
- /// <param name="add"></param>
- /// <returns></returns>
- public int AddExp(int add)
- {
- var maxLevel = GlobalParameter.Instance.Hero_Upgrade_BasicMaxLevel; // 最大等级
- if (this.level >= maxLevel)
- {
- return 0; // 已达顶级
- }
- var lvMo = GameConfigData.Ins.Gethero_levelexpMo(this.level + 1);
- this.xp += add;
- Debug.Assert(this.xp >= 0, "[" + this.uid + "] : HeroExp is negative!");
- while (this.xp >= lvMo.needExp)
- {
- if (this.level < maxLevel)
- { // 如果未到达最大等级
- //var nextlv = this.level + 1;
- this.level += 1;
- if (this.level >= maxLevel)
- {
- this.xp = lvMo.needExp;
- }
- else
- {
- this.xp -= lvMo.needExp;
- }
- //this.maxXp = lvMo.needExp;
- lvMo = GameConfigData.Ins.Gethero_levelexpMo(this.level + 1);
- }
- else
- { // 如果已到达最大等级则仅补齐缺失的经验即可
- this.xp = this.maxXp; // 经验不能超过最大值
- break;
- }
- }
- return this.xp;
- }
- /// <summary>
- /// 克隆方法
- /// </summary>
- /// <returns></returns>
- public GameHeroVo Clone()
- {
- return (GameHeroVo)this.MemberwiseClone();
- }
- /// <summary>
- /// 是否已经拥有(解锁)此英雄
- /// </summary>
- public bool IsOwned
- {
- get
- {
- return (!string.IsNullOrWhiteSpace(this.uid) && int.Parse(this.uid) > 0); // 拥有实例id代表已经拥有此英雄
- }
- }
- #region undone: 装备、言灵
- /// <summary>
- /// 获取英雄装备的武器信息(待补完)
- /// </summary>
- /// <returns></returns>
- public HeroGameVo_Equip GetWeapon()
- {
- return this.equips["weapon"];
- //// todo: 待武器模块补完后, 修补这里. --wg 2019年12月4日13:50:40
- //return null;
- }
- /// <summary>
- /// 获取已经装备的言灵信息
- /// </summary>
- public void GetYanlingInfo()
- {
- // todo: 待言灵模块添加后, 修补这里. --王刚 2019年12月4日
- }
- #endregion
- #region 升级与进阶
- /// <summary>
- /// 废弃
- /// </summary>
- public sm_heroextra_level mo_Grade_cur
- {
- get
- {
- return sm_heroextra_level.GetMoById(this.mo.heroId, this.grade);
- }
- }
- public string nextGrade
- {
- get
- {
- var cur = (EHeroQuality)Enum.Parse(typeof(EHeroQuality), this.grade);
- return (cur + 1).ToString();
- }
- }
- public sm_heroextra_level nextGradeMo
- {
- get
- {
- return sm_heroextra_level.GetMoById(this.mo.heroId, this.nextGrade);
- }
- }
- /// <summary>
- /// 下一等级
- /// </summary>
- public int nextLevel
- {
- get
- {
- var next = this.level + 1;
- if (next > sm_hero_levelexp.GetMaxLevel()) // 最大等级校验 -wg 2019年12月4日17:26:19
- {
- next = sm_hero_levelexp.GetMaxLevel();
- }
- return next;
- }
- }
- public sm_hero_levelexp mo_HeroLevelExp_cur { get { return sm_hero_levelexp.GetMoById(this.level); } }
- public sm_hero_levelexp mo_HeroLevelExp_next { get { return sm_hero_levelexp.GetMoById(this.nextLevel); } }
- /// <summary>
- /// 想要升阶还需再获得多少个碎片
- /// </summary>
- public int upGradeNeedMoreSegments
- {
- get
- {
- if (this.grade == "S")
- {
- return 0; // 已经达到顶级
- }
- var needNum = this.NextGradeRequireSegNumber - HasSegNub;
- return needNum > 0 ? needNum : 0;
- }
- }
- /// <summary>
- /// 拥有碎片数量
- /// </summary>
- public int HasSegNub { get { return UserProxy.Instance.player.collectItem.GetItemCount(this.mo_segment.typeId.ToString()); } }
- /// <summary>
- /// 进阶到下一阶要求的碎片数量
- /// </summary>
- public int NextGradeRequireSegNumber
- {
- get { return this.nextGradeMo.segNum; }
- }
- /// <summary>
- /// 对应的碎片mo
- /// </summary>
- public sm_item_base mo_segment
- {
- get
- {
- var seg = sm_item_segment.GetMoByHeroId(int.Parse(this.typeId));
- return sm_item_base.GetMoById(seg.typeId);
- }
- }
- /// <summary>
- /// 碎片图标
- /// </summary>
- public string SegmentIcon
- {
- get
- {
- return mo_segment.icon;
- }
- }
- #endregion
- #endregion
- #region 方法
- // todo: 下面的代码尚未整理 -wg 2019年12月4日
- /// <summary>
- /// 根据查询的技能类型,获取该类型技能对应的等级信息
- /// </summary>
- /// <param name="skillType">"normalSkill","manuSkill1","manuSkill2","passiveSkill", </param>
- /// <returns></returns>
- [Obsolete("2019年12月31日", true)]
- public int GetSkillLevel(string skillType)
- {
- int level = 1;
- if (skillDic.ContainsKey(skillType))
- {
- level = skillDic[skillType];
- }
- return level;
- }
- /// <summary>
- /// 获取该角色战斗力数值
- /// 生命值+物理攻击*4+魔法强度*4+护甲*5+魔抗*5
- /// </summary>
- /// <returns></returns>
- public int GetPower()
- {
- return (int)(getHpForBattle() * 1.0f
- + getNengLiangZhiJiForBattle() * 0
- + getWuLiGongJiForBattle() * 4
- + getFaShuQiangDuForBattle() * 4
- + getFangYuHuJiaForBattle() * 5
- + getMoFaKangXingForBattle() * 5
- );
- }
- /// <summary>
- /// 获得角色装备的 物品提供的属性加成
- /// </summary>
- /// <param name="attribute"></param>
- /// <returns></returns>
- protected float getEquipExtraProperty(EHeroProperties attribute)
- {
- float result = 0;
- if (this.equips.Count == 0)
- {
- return result;
- }
- Player player = UserProxy.Instance.player;
- foreach (string key in equips.Keys)
- {
- HeroGameVo_Equip vo = equips[key];
- if (player.collectEquip.equipments.ContainsKey(int.Parse(vo.equipItemUID)))
- {
- Dictionary<EHeroProperties, int> baseAttr = player.collectEquip.equipments[int.Parse(vo.equipItemUID)].baseAttr;
- if (baseAttr.ContainsKey(attribute))
- {
- result += baseAttr[attribute];
- }
- }
- }
- return result;
- #region
- /*
- if (!IsMyOwnerHero)
- {
- foreach (string key in equips.Keys)
- {
- //todo: 这两处, 通过itemId去Ref里面查找实例,计算加成.
- HeroGameVo_Equip vo = equips[key];
- if (EquipRef.equipments.ContainsKey(int.Parse(vo.equipItemUID)))
- {
- ItemVo item = EquipRef.equipments[int.Parse(vo.equipItemUID)];
- var wp = item.nMo.GetWeaponExt();
- switch (attribute)
- {
- case EHeroProperties.WULIGONGJI:
- result += wp.phyAtk;
- break;
- case EHeroProperties.FASHUQIANGDU:
- result += wp.fashuqiangdu;
- break;
- case EHeroProperties.CRICITAL:
- result += wp.crit;
- break;
- }
- }
- }
- }
- else
- {
- Player player = UserProxy.Instance.player;
- foreach (string key in equips.Keys)
- {
- HeroGameVo_Equip vo = equips[key];
- if (player.collectEquip.equipments.ContainsKey(int.Parse(vo.equipItemUID)))
- {
- ItemVo item = player.collectEquip.equipments[int.Parse(vo.equipItemUID)];
- var wp = item.nMo.GetWeaponExt();
- switch (attribute)
- {
- case EHeroProperties.WULIGONGJI:
- result += wp.phyAtk;
- break;
- case EHeroProperties.FASHUQIANGDU:
- result += wp.fashuqiangdu;
- break;
- case EHeroProperties.CRICITAL:
- result += wp.crit;
- break;
- }
- }
- }
- }
- return result;
- */
- #endregion
- }
- /// <summary>
- /// 获得角色装备的言灵提供的属性加成
- /// </summary>
- /// <param name="attribute"></param>
- /// <returns></returns>
- protected float getYanlingExtraProperty(EHeroProperties attribute)
- {
- float result = 0;
- if (this.hero_yanling.Count == 0)
- {
- return result;
- }
- foreach (KeyValuePair<int, UserYanlingVo> kv in this.hero_yanling)
- {
- if (kv.Value.typeId != null)
- {
- Dictionary<EHeroProperties, int> baseAttr = kv.Value.baseAttr;
- if (baseAttr.ContainsKey(attribute))
- {
- int baseNum = baseAttr[attribute];
- Dictionary<EHeroAddProperties, int> rAttr = kv.Value.randAttr;
- Dictionary<EHeroAddProperties, int> gRandAttr = kv.Value.gemrRandAttr;
- List<yanlingComposeDataVo> ylComposeAttr = kv.Value.yanlingComposeAttr;
- int attr = (int)attribute;
- int add = 0;
- if (rAttr.ContainsKey((EHeroAddProperties)attr))
- {
- add += rAttr[(EHeroAddProperties)attr];
- }
- if (gRandAttr.ContainsKey((EHeroAddProperties)attr))
- {
- add += gRandAttr[(EHeroAddProperties)attr];
- }
- if (ylComposeAttr.Count != 0)
- {
- foreach (yanlingComposeDataVo vo in ylComposeAttr)
- {
- if (vo.isShow == false)
- {
- continue;
- }
- if (vo.attr == (EHeroAddProperties)attr)
- {
- add += vo.val;
- }
- }
- }
- result += 1.0f * add / 100 * baseNum + baseNum;
- }
- }
- }
- return result;
- #region
- /*
- if (IsMyOwnerHero)
- {
- foreach (var yl in this.yanling)
- {
- if (yl.Value != null && yl.Value.itemuid > 0) // 判断是否装备了言灵
- {
- var mo = yl.Value.Mo().GetYanlingExt();
- if (mo != null)
- {
- switch (attribute)
- {
- case EHeroProperties.HP:
- result += mo.TrueHp;
- break;
- case EHeroProperties.WULIGONGJI:
- result += mo.TruePhyAtk;
- break;
- case EHeroProperties.FASHUQIANGDU:
- result += mo.TrueFashuqiangdu;
- break;
- case EHeroProperties.CRICITAL:
- result += mo.TrueCrit;
- break;
- case EHeroProperties.FANGYUHUJIA:
- result += mo.TruePhyDef;
- break;
- case EHeroProperties.MOFAKANGXING:
- result += mo.TrueMofakangxing;
- break;
- default:
- break;
- }
- }
- }
- }
- }
- else
- {
- // 非玩家数据,暂定为空
- foreach (var yl in this.yanling)
- {
- if (yl.Value.itemuid > 0) // 判断是否装备了言灵
- {
- var itemId = yl.Value.typeId;
- var mo = sm_item_base.GetMoById(itemId).GetYanlingExt();
- if (mo != null)
- {
- switch (attribute)
- {
- case EHeroProperties.HP:
- result += mo.TrueHp;
- break;
- case EHeroProperties.WULIGONGJI:
- result += mo.TruePhyAtk;
- break;
- case EHeroProperties.FASHUQIANGDU:
- result += mo.TrueFashuqiangdu;
- break;
- case EHeroProperties.CRICITAL:
- result += mo.TrueCrit;
- break;
- case EHeroProperties.FANGYUHUJIA:
- result += mo.TruePhyDef;
- break;
- case EHeroProperties.MOFAKANGXING:
- result += mo.TrueMofakangxing;
- break;
- default:
- break;
- }
- }
- }
- }
- }
- return result;
- */
- #endregion
- }
- /// <summary>
- /// 血量
- /// </summary>
- /// <returns></returns>
- protected float getHp()
- {
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.HP, level, grade);
- }
- /// <summary>
- /// 言能
- /// </summary>
- /// <returns></returns>
- public float getNengLiangZhi()
- {
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.NENGLIANGZHI, level, grade);
- }
- /// <summary>
- /// 言攻
- /// </summary>
- /// <returns></returns>
- protected float getFaShuQiangDu()
- {
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.FASHUQIANGDU, level, grade);
- }
- /// <summary>
- /// 言抗
- /// </summary>
- /// <returns></returns>
- protected float getMoFaKangXing()
- {
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.MOFAKANGXING, level, grade);
- }
- /// <summary>
- /// 物攻
- /// </summary>
- /// <returns></returns>
- protected float getWuLiGongJi()
- {
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.WULIGONGJI, level, grade);
- }
- /// <summary>
- /// 物抗
- /// </summary>
- /// <returns></returns>
- protected float getFangYuHuJia()
- {
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.FANGYUHUJIA, level, grade);
- }
- /// <summary>
- /// 暴击
- /// </summary>
- /// <returns></returns>
- protected float getCritical()
- {
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.CRICITAL, level, grade);
- }
- [Obsolete("去掉攻速了-2019年12月4日")]
- protected float getGongJiSuDu()
- {
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.GONGJISUDU, level, grade);
- }
- protected float getKangbaoji()
- {
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.KANGBAOJI, level, grade);
- }
- protected float getYanli()
- {
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.YANLI, level, grade);
- }
- #region 战斗战斗 为战斗提供的人物的属性数值 基础属性 * 升级加成 + 升星加成 + 升阶加成 + 装备加成 + 言灵加成 、、、
- /* 2019年12月4日 大概公式: 基础值*等级加成 + 武器加成 + 言灵加成 后面补完. */
- /// <summary>
- /// 当前的属性值 【2022-1-19】
- /// </summary>
- /// <returns></returns>
- public int getHpForBattle()
- {
- //基础值+ 升级给的加成+
- return (int)(getHp() // 英雄数据
- + getEquipExtraProperty(EHeroProperties.HP) // 武器数据
- + getYanlingExtraProperty(EHeroProperties.HP)
- ); // 言灵数据
- }
- /// <summary>
- /// 角色突破升星时当前的属性---2022-7-13修改
- /// </summary>
- /// <returns></returns>
- public float getHpForBattle_PrimaryGrade()
- {
- return this.getHp(); // 言灵数据
- }
- /// <summary>
- /// 突破后的唤灵师的属性
- /// </summary>
- /// <returns></returns>
- public float getHpForBattle_NextGrade()
- {
- string gradeNew = "S";
- if (this.curStar < 5)
- {
- gradeNew = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1).quality;
- }
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.HP, this.level, gradeNew);
- ////基础值+ 升级给的加成+
- //return (int)(heroAr // 英雄数据
- // + getEquipExtraProperty(EHeroProperties.HP) // 武器数据
- // + getYanlingExtraProperty(EHeroProperties.HP)
- // ); // 言灵数据
- }
- public int getNengLiangZhiJiForBattle()
- {
- return (int)(getNengLiangZhi() // 英雄本身
- + getEquipExtraProperty(EHeroProperties.NENGLIANGZHI) // + 武器加成
- + getYanlingExtraProperty(EHeroProperties.NENGLIANGZHI) // + 言灵加成
- );
- }
- public float getNengliangzhi_PrimaryGrade()
- {
- return this.getNengLiangZhi();
- }
- /// <summary>
- /// 突破后的唤灵师的属性
- /// </summary>
- /// <returns></returns>
- public float getNengliangzhiForBattle_NextGrade()
- {
- string gradeNew = "S";
- if (this.curStar < 5)
- {
- gradeNew = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1).quality;
- }
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.NENGLIANGZHI, this.level, gradeNew);
- //return (int)(heroAr // 英雄数据
- // + getEquipExtraProperty(EHeroProperties.NENGLIANGZHI) // 武器数据
- // + getYanlingExtraProperty(EHeroProperties.NENGLIANGZHI)
- // );
- }
- /// <summary>
- /// 当前唤灵师属性
- /// </summary>
- /// <returns></returns>
- public int getWuLiGongJiForBattle()
- {
- return (int)(getWuLiGongJi()
- + getEquipExtraProperty(EHeroProperties.WULIGONGJI)
- + getYanlingExtraProperty(EHeroProperties.WULIGONGJI)
- );
- }
- public float getWuLiGongJiForBattle_PrimaryGrade()
- {
- return this.getWuLiGongJi();
- }
- /// <summary>
- /// 突破后的唤灵师的属性
- /// </summary>
- /// <returns></returns>
- public float getWuLiGongJiForBattle_NextGrade()
- {
- string gradeNew = "S";
- if (this.curStar < 5)
- {
- gradeNew = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1).quality;
- }
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.WULIGONGJI, this.level, gradeNew);
- //return (int)(heroAr // 英雄数据
- // + getEquipExtraProperty(EHeroProperties.WULIGONGJI) // 武器数据
- // + getYanlingExtraProperty(EHeroProperties.WULIGONGJI)
- // );
- }
- public int getFaShuQiangDuForBattle()
- {
- return (int)(getFaShuQiangDu()
- + getEquipExtraProperty(EHeroProperties.FASHUQIANGDU)
- + getYanlingExtraProperty(EHeroProperties.FASHUQIANGDU)
- );
- }
- public float getFaShuQiangDuForBattle_PrimaryGrade()
- {
- return this.getFaShuQiangDu();
- }
- public float getFaShuQiangDuForBattle_NextGrade()
- {
- string gradeNew = "S";
- if (this.curStar < 5)
- {
- gradeNew = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1).quality;
- }
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.FASHUQIANGDU, level, gradeNew);
- //return (int)(heroAr
- // + getEquipExtraProperty(EHeroProperties.FASHUQIANGDU)
- // + getYanlingExtraProperty(EHeroProperties.FASHUQIANGDU)
- // );
- }
- public int getMoFaKangXingForBattle()
- {
- return (int)(getMoFaKangXing()
- + getEquipExtraProperty(EHeroProperties.MOFAKANGXING)
- + getYanlingExtraProperty(EHeroProperties.MOFAKANGXING)
- );
- }
- public float getMoFaKangXingForBattle_PrimaryGrade()
- {
- return this.getMoFaKangXing();
- }
- public float getMoFaKangXingForBattle_NextGrade()
- {
- string gradeNew = "S";
- if (this.curStar < 5)
- {
- gradeNew = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1).quality;
- }
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.MOFAKANGXING, level, gradeNew);
- }
- /// <summary>
- /// 当前唤灵师属性
- /// </summary>
- /// <returns></returns>
- public int getFangYuHuJiaForBattle()
- {
- return (int)(getFangYuHuJia()
- + getEquipExtraProperty(EHeroProperties.FANGYUHUJIA)
- + getYanlingExtraProperty(EHeroProperties.FANGYUHUJIA)
- );
- }
- public float getFangYuHuJiaForBattle_PrimaryGrade()
- {
- return this.getFangYuHuJia();
- }
- /// <summary>
- /// 突破后的唤灵师属性
- /// </summary>
- /// <returns></returns>
- public float getFangYuHuJiaForBattle_NextGrade()
- {
- string gradeNew = "S";
- if (this.curStar < 5)
- {
- gradeNew = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1).quality;
- }
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.FANGYUHUJIA, level, gradeNew);
- //return (int)(heroAr
- // + getEquipExtraProperty(EHeroProperties.FANGYUHUJIA)
- // + getYanlingExtraProperty(EHeroProperties.FANGYUHUJIA)
- // );
- }
- [Obsolete("取消攻速了")]
- public float getGongJiSuDuForBattle()
- {
- return (getGongJiSuDu()
- + getEquipExtraProperty(EHeroProperties.GONGJISUDU));
- }
- /// <summary>
- /// 暴击
- /// </summary>
- /// <returns></returns>
- public int getCriticalForBattle()
- {
- Debug.Log("基础暴击:" + getCritical());
- Debug.Log("武器暴击:" + getEquipExtraProperty(EHeroProperties.CRICITAL));
- Debug.Log("言灵暴击:" + getYanlingExtraProperty(EHeroProperties.CRICITAL));
- return (int)(getCritical()
- + getEquipExtraProperty(EHeroProperties.CRICITAL)
- + getYanlingExtraProperty(EHeroProperties.CRICITAL)
- );
- }
- public float getCriticalForBattle_PrimaryGrade()
- {
- return this.getCritical();
- }
- public float getCriticalForBattle_NextGrade()
- {
- string gradeNew = "S";
- if (this.curStar < 5)
- {
- gradeNew = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1).quality;
- }
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.CRICITAL, level, gradeNew);
- //return (int)(heroAr
- // + getEquipExtraProperty(EHeroProperties.CRICITAL)
- // + getYanlingExtraProperty(EHeroProperties.CRICITAL)
- // );
- }
- public int getKangbaojiForBattle()
- {
- return (int)(getKangbaoji()
- //+ getEquipExtraProperty(EHeroProperties.KANGBAOJI)//武器没有抗暴击
- + getYanlingExtraProperty(EHeroProperties.KANGBAOJI)
- );
- }
- public float getKangbaojiForBattle_PrimaryGrade()
- {
- return this.getKangbaoji();
- }
- public float getKangbaojiForBattle_NextGrade()
- {
- string gradeNew = "S";
- if (this.curStar < 5)
- {
- gradeNew = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1).quality;
- }
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.KANGBAOJI, level, gradeNew);
- //return (int)(heroAr
- // + getYanlingExtraProperty(EHeroProperties.KANGBAOJI)
- // );
- }
- public int getYanliForBattle()
- {
- return (int)(getYanli()
- + getEquipExtraProperty(EHeroProperties.YANLI)
- + getYanlingExtraProperty(EHeroProperties.YANLI)
- );
- }
- public float getYanliForBattle_PrimaryGrade()
- {
- return this.getYanli();
- }
- public float getYanliForBattle_NextGrade()
- {
- string gradeNew = "S";
- if (this.curStar < 5)
- {
- gradeNew = sm_heroextra_level_tupo.GetMoById(int.Parse(this.typeId), this.curStar + 1).quality;
- }
- return HeroProxy.Instance.getHeroProperty(typeId, EHeroProperties.YANLI, level, gradeNew);
- //return (int)(heroAr
- // +getEquipExtraProperty(EHeroProperties.YANLI)
- // + getYanlingExtraProperty(EHeroProperties.YANLI)
- // );
- }
- /// <summary>
- /// 获取暴击率(战斗中使用)(2020.6.3)
- /// </summary>
- /// <returns></returns>
- public float getCriticalRatioInBattle()
- {
- return this.getCriticalForBattle() / (75 + level * 5);
- }
- #endregion
- /// <summary>
- /// 获取唤灵师下所有言灵的属性信息
- /// </summary>
- public Dictionary<EHeroProperties, int> GetYanLingBaseAttr
- {
- get
- {
- Dictionary<EHeroProperties, int> dic = new Dictionary<EHeroProperties, int>();
- if (this.yanling.Count <= 0)
- {
- return dic;
- }
- Dictionary<int, UserYanlingVo> items = UserProxy.Instance.player.collectYanling.items;
- int hp = 0;
- int crit = 0;
- int phyAtk = 0;
- int phyDef = 0;
- int atkSpeed = 0;
- int fashuqiangdu = 0;
- int mofakangxing = 0;
- foreach (KeyValuePair<int, HeroGameVo_Yanling> kv in this.yanling)
- {
- if (!items.ContainsKey(kv.Value.itemuid))
- {
- continue;
- }
- Dictionary<EHeroProperties, int> baseAttr = items[kv.Value.itemuid].baseAttr;
- if (baseAttr.ContainsKey(EHeroProperties.HP))
- {
- hp += baseAttr[EHeroProperties.HP];
- }
- if (baseAttr.ContainsKey(EHeroProperties.CRICITAL))
- {
- crit += baseAttr[EHeroProperties.CRICITAL];
- }
- if (baseAttr.ContainsKey(EHeroProperties.WULIGONGJI))
- {
- phyAtk += baseAttr[EHeroProperties.WULIGONGJI];
- }
- if (baseAttr.ContainsKey(EHeroProperties.FANGYUHUJIA))
- {
- phyDef += baseAttr[EHeroProperties.FANGYUHUJIA];
- }
- if (baseAttr.ContainsKey(EHeroProperties.ATKSPEED))
- {
- atkSpeed += baseAttr[EHeroProperties.ATKSPEED];
- }
- if (baseAttr.ContainsKey(EHeroProperties.FASHUQIANGDU))
- {
- fashuqiangdu += baseAttr[EHeroProperties.FASHUQIANGDU];
- }
- if (baseAttr.ContainsKey(EHeroProperties.MOFAKANGXING))
- {
- mofakangxing += baseAttr[EHeroProperties.MOFAKANGXING];
- }
- }
- if (hp != 0)
- {
- dic[EHeroProperties.HP] = hp;
- }
- if (crit != 0)
- {
- dic[EHeroProperties.CRICITAL] = crit;
- }
- if (phyAtk != 0)
- {
- dic[EHeroProperties.WULIGONGJI] = phyAtk;
- }
- if (phyDef != 0)
- {
- dic[EHeroProperties.FANGYUHUJIA] = phyDef;
- }
- if (atkSpeed != 0)
- {
- dic[EHeroProperties.ATKSPEED] = atkSpeed;
- }
- if (fashuqiangdu != 0)
- {
- dic[EHeroProperties.FASHUQIANGDU] = fashuqiangdu;
- }
- if (mofakangxing != 0)
- {
- dic[EHeroProperties.MOFAKANGXING] = mofakangxing;
- }
- return dic;
- }
- }
- /// <summary>
- /// 获取唤灵师下所有言灵的随机属性
- /// </summary>
- public Dictionary<EHeroAddProperties, int> GetYanLingRandAttr
- {
- get
- {
- Dictionary<EHeroAddProperties, int> dic = new Dictionary<EHeroAddProperties, int>();
- if (this.yanling.Count <= 0)
- {
- return dic;
- }
- Dictionary<int, UserYanlingVo> items = UserProxy.Instance.player.collectYanling.items;
- int hp = 0;
- int manaUpperlimit = 0;
- int phyDamage = 0;
- int magDamage = 0;
- int phyDefend = 0;
- int magDefend = 0;
- int phyDamagereduce = 0;
- int magDamagereduce = 0;
- int additional_monsterExp = 0;
- int additional_atkSpeed = 0;
- int additional_moveSpeed = 0;
- int additional_critProbability = 0;
- int additional_critDamage = 0;
- int skillCoolTs = 0;
- foreach (KeyValuePair<int, HeroGameVo_Yanling> kv in this.yanling)
- {
- if (!items.ContainsKey(kv.Value.itemuid))
- {
- continue;
- }
- Dictionary<EHeroAddProperties, int> randAttr = items[kv.Value.itemuid].randAttr;
- if (randAttr.ContainsKey(EHeroAddProperties.additional_hpUpperlimit))
- {
- hp += randAttr[EHeroAddProperties.additional_hpUpperlimit];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_manaUpperlimit))
- {
- manaUpperlimit += randAttr[EHeroAddProperties.additional_manaUpperlimit];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_phyDamage))
- {
- phyDamage += randAttr[EHeroAddProperties.additional_phyDamage];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_magDamage))
- {
- magDamage += randAttr[EHeroAddProperties.additional_magDamage];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_phyDefend))
- {
- phyDefend += randAttr[EHeroAddProperties.additional_phyDefend];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_magDefend))
- {
- magDefend += randAttr[EHeroAddProperties.additional_magDefend];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_phyDamagereduce))
- {
- phyDamagereduce += randAttr[EHeroAddProperties.additional_phyDamagereduce];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_magDamagereduce))
- {
- magDamagereduce += randAttr[EHeroAddProperties.additional_magDamagereduce];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_monsterExp))
- {
- additional_monsterExp += randAttr[EHeroAddProperties.additional_monsterExp];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_atkSpeed))
- {
- additional_atkSpeed += randAttr[EHeroAddProperties.additional_atkSpeed];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_moveSpeed))
- {
- additional_moveSpeed += randAttr[EHeroAddProperties.additional_moveSpeed];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_critProbability))
- {
- additional_critProbability += randAttr[EHeroAddProperties.additional_critProbability];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.additional_critDamage))
- {
- additional_critDamage += randAttr[EHeroAddProperties.additional_critDamage];
- }
- if (randAttr.ContainsKey(EHeroAddProperties.skillCoolTs))
- {
- additional_critDamage += randAttr[EHeroAddProperties.skillCoolTs];
- }
- }
- if (hp != 0)
- {
- dic[EHeroAddProperties.additional_hpUpperlimit] = hp;
- }
- if (manaUpperlimit != 0)
- {
- dic[EHeroAddProperties.additional_manaUpperlimit] = manaUpperlimit;
- }
- if (phyDamage != 0)
- {
- dic[EHeroAddProperties.additional_phyDamage] = phyDamage;
- }
- if (magDamage != 0)
- {
- dic[EHeroAddProperties.additional_magDamage] = magDamage;
- }
- if (phyDefend != 0)
- {
- dic[EHeroAddProperties.additional_phyDefend] = phyDefend;
- }
- if (magDefend != 0)
- {
- dic[EHeroAddProperties.additional_magDefend] = magDefend;
- }
- if (phyDamagereduce != 0)
- {
- dic[EHeroAddProperties.additional_phyDamagereduce] = phyDamagereduce;
- }
- if (magDamagereduce != 0)
- {
- dic[EHeroAddProperties.additional_magDamagereduce] = magDamagereduce;
- }
- if (additional_monsterExp != 0)
- {
- dic[EHeroAddProperties.additional_monsterExp] = additional_monsterExp;
- }
- if (additional_atkSpeed != 0)
- {
- dic[EHeroAddProperties.additional_atkSpeed] = additional_atkSpeed;
- }
- if (additional_moveSpeed != 0)
- {
- dic[EHeroAddProperties.additional_moveSpeed] = additional_moveSpeed;
- }
- if (additional_critProbability != 0)
- {
- dic[EHeroAddProperties.additional_critProbability] = additional_critProbability;
- }
- if (additional_critDamage != 0)
- {
- dic[EHeroAddProperties.additional_critDamage] = additional_critDamage;
- }
- if (skillCoolTs != 0)
- {
- dic[EHeroAddProperties.skillCoolTs] = skillCoolTs;
- }
- return dic;
- }
- }
- public void ReloadData(GameHeroVo from)
- {
- var tp = typeof(GameHeroVo);
- var pps = tp.GetProperties();
- foreach (var p in pps)
- {
- if (p.CanWrite)
- {
- p.SetValue(this, p.GetValue(from));
- }
- }
- }
- #endregion
- }
- /// <summary>
- /// 英雄品阶枚举
- /// </summary>
- public enum EHeroQuality
- {
- D = 1,
- C = 2,
- B = 3,
- A = 4,
- S = 5
- }
- /// <summary>
- /// 英雄属性
- /// </summary>
- public enum EHeroProperties
- {
- /// <summary>
- /// 生命值
- /// </summary>
- HP,
- /// <summary>
- /// 能量值
- /// </summary>
- NENGLIANGZHI,
- /// <summary>
- /// 物理攻击
- /// </summary>
- WULIGONGJI,
- /// <summary>
- /// 防御护甲
- /// </summary>
- FANGYUHUJIA,
- /// <summary>
- /// 敏捷---废弃
- /// </summary>
- GONGJISUDU,
- /// <summary>
- /// 暴击
- /// </summary>
- CRICITAL,
- /// <summary>
- /// 法术强度
- /// </summary>
- FASHUQIANGDU,
- /// <summary>
- /// 魔法抗性
- /// </summary>
- MOFAKANGXING,
- /// <summary>
- ///攻击速度--废弃
- /// </summary>
- ATKSPEED,
- /// <summary>
- /// 抗暴击
- /// </summary>
- KANGBAOJI,
- /// <summary>
- /// 言力
- /// </summary>
- YANLI,
- }
- /// <summary>
- /// 随机属性
- /// </summary>
- public enum EHeroAddProperties
- {
- /// <summary>
- /// 生命上限加成
- /// </summary>
- additional_hpUpperlimit,
- /// <summary>
- /// 言能上限加成
- /// </summary>
- additional_manaUpperlimit,
- /// <summary>
- /// 物攻伤害加成
- /// </summary>
- additional_phyDamage,
- /// <summary>
- /// 护甲加成
- /// </summary>
- additional_phyDefend,
- /// <summary>
- /// 敏捷
- /// </summary>
- additional_moveSpeed,
- /// <summary>
- /// 暴击伤害加成
- /// </summary>
- additional_critDamage,
- /// <summary>
- /// 言攻伤害加成
- /// </summary>
- additional_magDamage,
- /// <summary>
- /// 言抗加成
- /// </summary>
- additional_magDefend,
- /// <summary>
- /// 攻击速度加成
- /// </summary>
- additional_atkSpeed,
- /// <summary>
- /// 物伤减免加成
- /// </summary>
- additional_phyDamagereduce,
- /// <summary>
- /// 言伤减免加成
- /// </summary>
- additional_magDamagereduce,
- /// <summary>
- ///怪物经验加成
- /// </summary>
- additional_monsterExp,
- /// <summary>
- /// 暴击几率加成
- /// </summary>
- additional_critProbability,
- /// <summary>
- /// 冷却时间
- /// </summary>
- skillCoolTs,
- }
- public class PropertiesComparison : Singleton<PropertiesComparison>
- {
- public static Dictionary<EHeroAddProperties, string> Comparison = new Dictionary<EHeroAddProperties, string>
- {
- { EHeroAddProperties.additional_hpUpperlimit,"生命上限"},
- { EHeroAddProperties.additional_manaUpperlimit,"言能上限"},
- { EHeroAddProperties.additional_phyDamage,"物攻伤害"},
- { EHeroAddProperties.additional_magDamage,"言攻伤害"},
- { EHeroAddProperties.additional_phyDefend,"护甲加成"},
- { EHeroAddProperties.additional_magDefend,"言抗加成"},
- { EHeroAddProperties.additional_phyDamagereduce,"物伤减免"},
- { EHeroAddProperties.additional_magDamagereduce,"言伤减免"},
- { EHeroAddProperties.additional_monsterExp,"经验加成"},
- { EHeroAddProperties.additional_atkSpeed,"攻击速度"},
- { EHeroAddProperties.additional_moveSpeed,"移动速度"},
- { EHeroAddProperties.additional_critProbability,"暴击几率"},
- { EHeroAddProperties.additional_critDamage,"暴击伤害"},
- { EHeroAddProperties.skillCoolTs,"冷却时间"},
- };
- }
- /// <summary>
- /// 英雄的职业类别
- /// </summary>
- public enum HeroZhiye
- {
- 战士 = 1, //防
- 法师 = 2,
- 辅助 = 3, //辅
- 坦克 = 4, //突
- 刺客 = 5, //攻
- }
- /// <summary>
- /// 英雄的所属元素元素类型//0 空的//1 金 //2 冰 //3 火 //4 风 //5 雷 //6 毒 //7 黑暗 //8 亡灵 // 9 物理
- /// </summary>
- public enum HeroYuansu
- {
- 金系 = 1,
- 冰系 = 2,
- 火系 = 3,
- 风系 = 4,
- 雷系 = 5,
- 毒系 = 6,
- 黑暗系 = 7,
- 亡灵系 = 8,
- 物理系 = 9,
- }
- /// <summary>
- /// 英雄自身的装备数据
- /// </summary>
- public class HeroGameVo_Equip
- {
- /// <summary>
- /// 装备的类型
- /// </summary>
- public string equipType { get; set; }
- /// <summary>
- /// 装备的物品UID
- /// </summary>
- public string equipItemUID { get; set; }
- /// <summary>
- /// 物品类型
- /// </summary>
- public int typeId
- {
- get
- {
- var player = UserProxy.Instance.player;
- var uid = int.Parse(this.equipItemUID);
- if (player.collectEquip.equipments.ContainsKey(uid))
- {
- return int.Parse(player.collectEquip.equipments[uid].typeId);
- }
- return 0;
- }
- }
- /// <summary>
- /// 物品等级
- /// </summary>
- public int level { get; set; }
- /// <summary>
- /// 获取装备的Mo(基础数据), 武器扩展数据请继续.GetWeaponExt();
- /// </summary>
- /// <returns></returns>
- public sm_item_base EquipMo()
- {
- return sm_item_base.GetMoById(this.typeId);
- }
- /// <summary>
- /// 把int隐式转换为HeroGameVo_Yanling对象
- /// </summary>
- /// <param name="i"></param>
- public static implicit operator HeroGameVo_Equip(int i)
- {
- return i > 0 ? new HeroGameVo_Equip() { equipItemUID = i.ToString() } : null;
- }
- /// <summary>
- /// 隐式转换为int值
- /// </summary>
- /// <param name="o"></param>
- public static implicit operator int(HeroGameVo_Equip o)
- {
- return int.Parse(o.equipItemUID);
- }
- }
- /// <summary>
- /// 英雄自身的言灵数据
- /// </summary>
- public class HeroGameVo_Yanling
- {
- /// <summary>
- /// 言灵的实例唯一ID
- /// </summary>
- public int itemuid { get; set; }
- /// <summary>
- /// 当前能量值
- /// </summary>
- public int sp_now { get; set; }
- /// <summary>
- /// 当前CD
- /// </summary>
- public float cd_now { get; set; }
- /// <summary>
- /// 物品类型
- /// </summary>
- public int typeId;
- //{
- private int getTypeIdFromUID()
- {
- var player = UserProxy.Instance.player;
- var uid = this.itemuid;
- if (player.collectYanling.items.ContainsKey(uid))
- {
- return int.Parse(player.collectYanling.items[uid].typeId);
- }
- return 0;
- }
- //}
- /// <summary>
- /// 获取言灵的Mo(基础数据), 获取扩展数据请继续.GetYanlingExt();
- /// </summary>
- /// <returns></returns>
- public sm_item_base Mo()
- {
- return sm_item_base.GetMoById(this.typeId);
- }
- /// <summary>
- /// 把int隐式转换为HeroGameVo_Yanling对象
- /// </summary>
- /// <param name="i"></param>
- public static implicit operator HeroGameVo_Yanling(int i)
- {
- if (i > 0)
- {
- var p = UserProxy.Instance.player;
- var hvo = new HeroGameVo_Yanling() { itemuid = i };
- hvo.typeId = hvo.getTypeIdFromUID();
- return hvo;
- }
- return null;
- }
- /// <summary>
- /// 把int隐式转换为HeroGameVo_Yanling对象
- /// </summary>
- /// <param name="i"></param>
- public static implicit operator HeroGameVo_Yanling(long i)
- {
- if (i > 0)
- {
- var p = UserProxy.Instance.player;
- var hvo = new HeroGameVo_Yanling() { itemuid = (int)i };
- hvo.typeId = hvo.getTypeIdFromUID();
- return hvo;
- }
- return null;
- }
- /// <summary>
- /// 隐式转换为int值
- /// </summary>
- /// <param name="o"></param>
- public static implicit operator int(HeroGameVo_Yanling o)
- {
- return o.itemuid;
- }
- }
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