// 更新战友模型相关信息 void UpdateHelperModel() { Helper helper = User.Singleton.HelperList.LookupHelper(StageMenu.Singleton.m_curHelperGuid); if (null != helper) { AddHelperModel(helper.m_cardId); HeroInfo heroInfo = GameTable.HeroInfoTableAsset.Lookup(helper.m_cardId); if (null != heroInfo) { m_helperCardName.text = heroInfo.StrName; m_helperCardLevel.text = Localization.Get("CardLevel") + helper.m_cardLevel; RaceInfo raceInfo = GameTable.RaceInfoTableAsset.LookUp(heroInfo.Type); m_helperCardRace.text = raceInfo.m_name; OccupationInfo occInfo = GameTable.OccupationInfoAsset.LookUp(heroInfo.Occupation); m_helperCardOcc.text = occInfo.m_name; AttrRatioInfo rarityInfo = GameTable.attrRatioTableAsset.LookUp(heroInfo.Occupation, heroInfo.Rarity); // 计算生命值 int hp = (int)((heroInfo.FHPMax + rarityInfo.m_hPMaxAdd * (helper.m_cardLevel - 1)) * rarityInfo.m_hpMutiply); m_helperHP.text = hp.ToString(); // 计算物理攻击力 int attack = BattleFormula.GetPhyAttack(helper.m_cardId, 1); m_helperPhyAttack.text = attack.ToString(); // 魔法攻击力 attack = BattleFormula.GetMagAttack(helper.m_cardId, 1); m_helperMagAttack.text = attack.ToString(); } } }
public static int ComputeDamangeNumberType_s(IntPtr l) { int result; try { ConfigDataSkillInfo skillInfo; LuaObject.checkType <ConfigDataSkillInfo>(l, 1, out skillInfo); bool isCritical; LuaObject.checkType(l, 2, out isCritical); ArmyRelationData armyRelation; LuaObject.checkValueType <ArmyRelationData>(l, 3, out armyRelation); bool isSameTeam; LuaObject.checkType(l, 4, out isSameTeam); DamageNumberType e = BattleFormula.ComputeDamangeNumberType(skillInfo, isCritical, armyRelation, isSameTeam); LuaObject.pushValue(l, true); LuaObject.pushEnum(l, (int)e); result = 2; } catch (Exception e2) { result = LuaObject.error(l, e2); } return(result); }
public static int ComputeHealValue_s(IntPtr l) { int result; try { BattleProperty attackerProperty; LuaObject.checkType <BattleProperty>(l, 1, out attackerProperty); BattleProperty targetProperty; LuaObject.checkType <BattleProperty>(l, 2, out targetProperty); int skillPower; LuaObject.checkType(l, 3, out skillPower); bool isPercent; LuaObject.checkType(l, 4, out isPercent); bool useAttackAsMagic; LuaObject.checkType(l, 5, out useAttackAsMagic); Fix64 fix = BattleFormula.ComputeHealValue(attackerProperty, targetProperty, skillPower, isPercent, useAttackAsMagic); LuaObject.pushValue(l, true); LuaObject.pushValue(l, fix); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int ComputeBuffHealValue_s(IntPtr l) { int result; try { int value; LuaObject.checkType(l, 1, out value); int value2; LuaObject.checkType(l, 2, out value2); int applyerBuff_HealMul; LuaObject.checkType(l, 3, out applyerBuff_HealMul); int targetBuff_HealReceiveMul; LuaObject.checkType(l, 4, out targetBuff_HealReceiveMul); int i = BattleFormula.ComputeBuffHealValue(value, value2, applyerBuff_HealMul, targetBuff_HealReceiveMul); LuaObject.pushValue(l, true); LuaObject.pushValue(l, i); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
private void NextRound() { BattleFormula bf = new BattleFormula(); if (enemyTurn == false) { enemyTurn = true; bf.Attack(player, monster); //Debug.Log(player.name + " 的 Hp : " + player.hp + monster.name + " 的 Hp : " + monster.hp); if (monster.Live() == false) { Debug.LogWarning(player.name + " 獲勝了!"); CancelInvoke(); } } else { enemyTurn = false; bf.Attack(monster, player); //Debug.Log(player.name + " 的 Hp : " + player.hp + monster.name + " 的 Hp : " + monster.hp); if (player.Live() == false) { Debug.LogWarning(monster.name + " 獲勝了!"); CancelInvoke(); } } }
void Start() { //Player player = new Player("克蘇魯", 50, 10, 5, 3); //Monster monster = new Monster("派大星", 30, 6, 10, 5); player = new Player("克蘇魯", 50, 9, 5, 3); monster = new Monster("派大星", 46, 8, 7, 5); LegendMonster lMonster = new LegendMonster("巨神兵", 100, 20, 10, 1); Debug.Log(monster.Hi() + monster.CatchState()); Debug.Log(lMonster.Hi() + lMonster.CatchState()); Debug.Log("............" + player.Hi() + " 準備戰鬥!"); BattleFormula bf = new BattleFormula(); if (bf.playerFirstHand(player, monster)) { enemyTurn = true; bf.Attack(player, monster); } else { enemyTurn = false; bf.Attack(monster, player); //Debug.Log(player.name + " 的 Hp : " + player.hp + monster.name + " 的 Hp : " + monster.hp); } InvokeRepeating("NextRound", 0, 1); }
public static int ComputeSoldierBattlePower_s(IntPtr l) { int result; try { ConfigDataSoldierInfo soldierInfo; LuaObject.checkType <ConfigDataSoldierInfo>(l, 1, out soldierInfo); int hp; LuaObject.checkType(l, 2, out hp); int at; LuaObject.checkType(l, 3, out at); int df; LuaObject.checkType(l, 4, out df); int magicDf; LuaObject.checkType(l, 5, out magicDf); int skillBattlePower; LuaObject.checkType(l, 6, out skillBattlePower); int i = BattleFormula.ComputeSoldierBattlePower(soldierInfo, hp, at, df, magicDf, skillBattlePower); LuaObject.pushValue(l, true); LuaObject.pushValue(l, i); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int ComputeSoldierBattleProperty_s(IntPtr l) { int result; try { int soldierBase; LuaObject.checkType(l, 1, out soldierBase); int soldierUp; LuaObject.checkType(l, 2, out soldierUp); int heroLevel; LuaObject.checkType(l, 3, out heroLevel); int heroCmdMul; LuaObject.checkType(l, 4, out heroCmdMul); int growMul; LuaObject.checkType(l, 5, out growMul); int growAdd; LuaObject.checkType(l, 6, out growAdd); int buffMul; LuaObject.checkType(l, 7, out buffMul); int buffAdd; LuaObject.checkType(l, 8, out buffAdd); int i = BattleFormula.ComputeSoldierBattleProperty(soldierBase, soldierUp, heroLevel, heroCmdMul, growMul, growAdd, buffMul, buffAdd); LuaObject.pushValue(l, true); LuaObject.pushValue(l, i); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
void Start() { int c = 0; for (int i = 0; i < 10000; i++) { if (BattleFormula.CheckRate(rate)) { c++; } } Debug.Log(c); }
private IEnumerator PhysicalAttack(PhysicalAttackEffect physicalAttackEffect, BattleCharacter owner, BattleCharacter target) { float damageRate = physicalAttackEffect.damageRate; int damage = BattleFormula.PhysicalAttackDamage(owner.status, target.status); damage = (int)(damage * damageRate); directionExecution.Hit(); target.ReceiveDamage(damage); yield return(StartCoroutine(message.ShowAuto(target.CharacterName + "は" + damage + "うけた"))); yield break; }
public static int constructor(IntPtr l) { int result; try { BattleFormula o = new BattleFormula(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public override void Use(BattleCharacter owner, BattleCharacter target) { logic = BattleDirectorController.Instance; //成功判定 bool m_success = BattleFormula.CheckRate(successRate); if (!m_success) { //失敗メッセージを表示 logic.Message(target.CharacterName + failureMessage); return; } //命中 bool m_hit = BattleFormula.CheckRate(hitRate); if (!m_hit) { //Miss logic.Miss(target); return; } int damage = BattleFormula.PhysicalAttackDamage(owner.status, target.status); damage = Mathf.RoundToInt(damage * damageRate); //クリティカル bool m_critical = BattleFormula.CheckRate(1); if (m_critical) { damage = Mathf.RoundToInt(damage * 1.5f); } //成功メッセージを表示 if (successMessage != string.Empty) { logic.Message(owner.CharacterName + successMessage); } logic.DamageLogic(target, damage, m_critical); }
public static int ComputeSkillHpModifyValue_s(IntPtr l) { int result; try { BattleProperty attackerProperty; LuaObject.checkType <BattleProperty>(l, 1, out attackerProperty); BattleProperty targetProperty; LuaObject.checkType <BattleProperty>(l, 2, out targetProperty); ArmyRelationData armyRelation; LuaObject.checkValueType <ArmyRelationData>(l, 3, out armyRelation); ConfigDataSkillInfo skillInfo; LuaObject.checkType <ConfigDataSkillInfo>(l, 4, out skillInfo); bool isCritical; LuaObject.checkType(l, 5, out isCritical); bool isBuffForceMagicDamage; LuaObject.checkType(l, 6, out isBuffForceMagicDamage); bool isBanMeleePunish; LuaObject.checkType(l, 7, out isBanMeleePunish); ConfigDataTerrainInfo targetTerrain; LuaObject.checkType <ConfigDataTerrainInfo>(l, 8, out targetTerrain); int gridDistance; LuaObject.checkType(l, 9, out gridDistance); bool isSameTeam; LuaObject.checkType(l, 10, out isSameTeam); RandomNumber randomNumber; LuaObject.checkType <RandomNumber>(l, 11, out randomNumber); IConfigDataLoader configDataLoader; LuaObject.checkType <IConfigDataLoader>(l, 12, out configDataLoader); int i = BattleFormula.ComputeSkillHpModifyValue(attackerProperty, targetProperty, armyRelation, skillInfo, isCritical, isBuffForceMagicDamage, isBanMeleePunish, targetTerrain, gridDistance, isSameTeam, randomNumber, configDataLoader); LuaObject.pushValue(l, true); LuaObject.pushValue(l, i); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int ComputeBuffExchangeValue_s(IntPtr l) { int result; try { int value; LuaObject.checkType(l, 1, out value); int value2; LuaObject.checkType(l, 2, out value2); int i = BattleFormula.ComputeBuffExchangeValue(value, value2); LuaObject.pushValue(l, true); LuaObject.pushValue(l, i); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int ComputeEquipmentPropertyAdd_s(IntPtr l) { int result; try { int baseValue; LuaObject.checkType(l, 1, out baseValue); int levelUpValue; LuaObject.checkType(l, 2, out levelUpValue); int level; LuaObject.checkType(l, 3, out level); int i = BattleFormula.ComputeEquipmentPropertyAdd(baseValue, levelUpValue, level); LuaObject.pushValue(l, true); LuaObject.pushValue(l, i); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int ComputeHealFinalValue_s(IntPtr l) { int result; try { Fix64 baseHeal; LuaObject.checkValueType <Fix64>(l, 1, out baseHeal); int attackerBuff_HealMul; LuaObject.checkType(l, 2, out attackerBuff_HealMul); int targetBuff_HealReceiveMul; LuaObject.checkType(l, 3, out targetBuff_HealReceiveMul); Fix64 fix = BattleFormula.ComputeHealFinalValue(baseHeal, attackerBuff_HealMul, targetBuff_HealReceiveMul); LuaObject.pushValue(l, true); LuaObject.pushValue(l, fix); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
// 获得当前魔法攻击力 public int GetMagAttack() { return(BattleFormula.GetMagAttack(m_id, Level)); }
public int GetHp() { return(BattleFormula.GetHp(m_id, Level)); }
public bool IsAvoidance(BattleCharacter character) { //敵の回避率を参照 return(BattleFormula.CheckRate(1)); }
// 获得当前物理防御力 public int GetPhyDefend() { return(BattleFormula.GetPhyDefend(m_id, Level)); }
//更新荣誉戒指商店界面 void UpDateRingOfHonorShopUI() { int ring = User.Singleton.UserProps.GetProperty_Int32(UserProperty.ring); int index = 1; foreach (RingOfHonorInfo item in ShopProp.Singleton.m_ringOfHonorList) { UIDragScrollView copy = GameObject.Instantiate(m_ringItem) as UIDragScrollView; copy.GetComponent <Parma>().m_id = item.m_infoId; copy.GetComponent <Parma>().m_type = item.m_cardId; copy.transform.Find("Exchange").GetComponent <UIButton>().transform.Find("RingNum").GetComponent <UILabel>().text = item.m_price.ToString(); //如果戒指数量不足 按钮为灰色 if (ring < item.m_price) { copy.transform.Find("Exchange").GetComponent <UIButton>().enabled = false; } //设置卡牌显示 兑换时间 RingExchangeTableInfo info = GameTable.RingExchangeTableAsset.Lookup(item.m_infoId); UISlider timeSlider = copy.transform.Find("CardDetail").GetComponent <UISlider>().transform.Find("ExchangeTime").GetComponent <UISlider>(); timeSlider.transform.Find("StartTime").GetComponent <UILabel>().text = info.startDate + "~"; timeSlider.transform.Find("EndTime").GetComponent <UILabel>().text = info.endDate; //获得卡牌信息 HeroInfo heroInfo = GameTable.HeroInfoTableAsset.Lookup(item.m_cardId); //设置卡牌名字 copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("Name").GetComponent <UILabel>().text = heroInfo.StrName; copy.transform.Find("CardDetail").GetComponent <UISlider>().transform.Find("CardNamePanel").transform.Find("Name").GetComponent <UILabel>().text = heroInfo.StrName; //设置种族职业 UISlider typeSlider = copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("TypePanel").GetComponent <UISlider>(); typeSlider.transform.Find("Type").GetComponent <UILabel>().text = GameTable.RaceInfoTableAsset.LookUp(heroInfo.Type).m_name; UISlider occupationSlider = copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("OccupationPanel").GetComponent <UISlider>(); occupationSlider.transform.Find("Occupation").GetComponent <UILabel>().text = GameTable.OccupationInfoAsset.LookUp(heroInfo.Occupation).m_name; UITexture occupationSprite = occupationSlider.transform.Find("Texture").GetComponent <UITexture>(); //设置职业图标 OccupationInfo occInfo = GameTable.OccupationInfoAsset.LookUp(heroInfo.Occupation); IconInfomation occicon = GameTable.IconInfoTableAsset.Lookup(occInfo.m_iconId); occupationSprite.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(occicon.dirName); //设置星级 UISlider raritySlider = copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("RarityPanel").GetComponent <UISlider>(); RarityRelativeInfo rarityInfo = GameTable.RarityRelativeAsset.LookUp(heroInfo.Rarity); IconInfomation icon = GameTable.IconInfoTableAsset.Lookup(rarityInfo.m_iconId); raritySlider.transform.Find("Rarity").GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); icon = GameTable.IconInfoTableAsset.Lookup(heroInfo.ImageId); //设置卡牌图片 copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("Card").GetComponent <UITexture>().mainTexture = PoolManager.Singleton.LoadIcon <Texture>(icon.dirName); //设置魔法攻击力 UISlider magicSlider = copy.transform.Find("CardDetail").GetComponent <UISlider>().transform.Find("CardNamePanel").transform.Find("MaxMagAttackPanel").GetComponent <UISlider>(); // RarityRelativeInfo rarityRelative = GameTable.RarityRelativeAsset.LookUp(heroInfo.Rarity); magicSlider.transform.Find("MagAttackNum").GetComponent <UILabel>().text = BattleFormula.GetMagAttack(item.m_cardId, 1) + ""; UISlider phySlider = copy.transform.Find("CardDetail").GetComponent <UISlider>().transform.Find("CardNamePanel").transform.Find("MaxPhyAttackPanel").GetComponent <UISlider>(); phySlider.transform.Find("PhyAttackNum").GetComponent <UILabel>().text = BattleFormula.GetPhyAttack(item.m_cardId, 1) + ""; //设置生命值 UISlider hpSlider = copy.transform.Find("CardDetail").GetComponent <UISlider>().transform.Find("CardNamePanel").transform.Find("MaxHpPanel").GetComponent <UISlider>(); hpSlider.transform.Find("MaxHpNum").GetComponent <UILabel>().text = BattleFormula.GetHp(item.m_cardId, 1) + ""; //设置卡牌编号 UILabel cardNum = copy.transform.Find("Attribute").GetComponent <UISlider>().transform.Find("CardNumText").GetComponent <UILabel>(); cardNum.text = string.Format(Localization.Get("MercenaryNum"), heroInfo.CardId); copy.transform.parent = FindChildComponent <UIGrid>("CardGridList").transform; // 设置大小 copy.transform.localScale = m_ringItem.transform.localScale; copy.gameObject.SetActive(true); //设置主动技能 IconInfomation iconInfo = null; SkillInfo skillInfo = null; int skillIndex = 1; List <int> skillIDList = heroInfo.GetAllSkillIDList(); foreach (int skillId in skillIDList) { skillInfo = GameTable.SkillTableAsset.Lookup(skillId); if (0 == skillInfo.SkillType) { UITexture copySkillItem = GameObject.Instantiate(m_skillItem) as UITexture; copySkillItem.GetComponent <Parma>().m_id = skillId; copySkillItem.transform.localScale = m_skillItem.transform.lossyScale; copySkillItem.gameObject.SetActive(true); iconInfo = GameTable.IconInfoTableAsset.Lookup(skillInfo.Icon); copySkillItem.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); copySkillItem.name = copySkillItem.name + skillIndex; copySkillItem.transform.parent = copy.transform.Find("CardDetail").transform.Find("Skill").transform; EventDelegate.Add(copySkillItem.GetComponent <UIEventTrigger>().onPress, OnShowTips); EventDelegate.Add(copySkillItem.GetComponent <UIEventTrigger>().onClick, OnHideTips); //AddChildMouseClickEvent(copySkillItem.name, OnHideTips); } skillIndex++; } m_skillGirdList.Reposition(); //设置被动技能 int passiveIndex = 1; foreach (int skillId in heroInfo.PassiveSkillIDList) { skillInfo = GameTable.SkillTableAsset.Lookup(skillId); if (0 == skillInfo.SkillType) { UISprite copySkillItem = m_skillItem.gameObject.AddComponent <UISprite>(); copySkillItem.GetComponent <Parma>().m_id = skillId; copySkillItem.transform.localScale = m_skillItem.transform.lossyScale; copySkillItem.gameObject.SetActive(true); iconInfo = GameTable.IconInfoTableAsset.Lookup(skillInfo.Icon); copySkillItem.mainTexture = PoolManager.Singleton.LoadIcon <Texture>(iconInfo.dirName); copySkillItem.name = copySkillItem.name + skillIndex; copySkillItem.transform.parent = copy.transform.Find("CardDetail").transform.Find("PassiveSkill").transform; EventDelegate.Add(copySkillItem.GetComponent <UIEventTrigger>().onPress, OnShowTips); EventDelegate.Add(copySkillItem.GetComponent <UIEventTrigger>().onClick, OnHideTips); //AddChildMouseClickEvent(copySkillItem.name, OnHideTips); } passiveIndex++; } m_ringHonorGridList.Add(index, copy); AddMouseClickEvent(copy.transform.Find("Exchange").gameObject, OnBuyRingCardButton); index++; } for (; index < m_ringHonorGridList.Count; index++) { m_ringHonorGridList[index].gameObject.SetActive(false); m_ringHonorGridList[index].GetComponent <Parma>().m_id = 0; m_ringHonorGridList[index].GetComponent <Parma>().m_type = 0; } m_cardGridList.Reposition(); }
static public void LoadTable() { if (null == QTESequenceTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("QTESequenceTable"); QTESequenceTableAsset = new QTESequenceTable(); QTESequenceTableAsset.Load(asset.bytes); } if (null == FlyingItemTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("FlyingObjBehaviorTable"); FlyingItemTableAsset = new FlyingItemTable(); FlyingItemTableAsset.Load(asset.bytes); } if (null == StageTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("StageTable"); StageTableAsset = new StageTable(); StageTableAsset.Load(asset.bytes); } if (null == RoomAttrTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("RoomAttrTable"); RoomAttrTableAsset = new RoomAttrTable(); RoomAttrTableAsset.Load(asset.bytes); } if (null == SkillTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("SkillTable"); SkillTableAsset = new SkillTable(); SkillTableAsset.Load(asset.bytes); } if (null == VocationTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("VocationTable"); VocationTableAsset = new VocationTable(); VocationTableAsset.Load(asset.bytes); } if (null == NPCInfoTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("NPCInfoTable"); NPCInfoTableAsset = new NPCInfoTable(); NPCInfoTableAsset.Load(asset.bytes); } if (null == TrapInfoTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("TrapInfoTable"); TrapInfoTableAsset = new TrapInfoTable(); TrapInfoTableAsset.Load(asset.bytes); } if (null == HeroInfoTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("HeroInfoTable"); HeroInfoTableAsset = new HeroInfoTable(); HeroInfoTableAsset.Load(asset.bytes); } //if (null == AnimWeightTableAsset) //{ // TextAsset asset = GameData.LoadConfig<TextAsset>("AnimWeight"); // AnimWeightTableAsset = new AnimWeightTable(); // AnimWeightTableAsset.Load(asset.bytes); //} if (null == SceneInfoTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("SceneInfoTable"); SceneInfoTableAsset = new SceneInfoTable(); SceneInfoTableAsset.Load(asset.bytes); } //if (null == DungeonInfoTableAsset) //{ // TextAsset asset = GameData.LoadConfig<TextAsset>("DungeonInfoTable"); // DungeonInfoTableAsset = new DungeonInfoTable(); // DungeonInfoTableAsset.Load(asset.bytes); //} if (null == SkillResultTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("SkillResultTable"); SkillResultTableAsset = new SkillResultTable(); SkillResultTableAsset.Load(asset.bytes); } if (null == AnimationTownAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("AnimationTown"); AnimationTownAsset = new AnimationTable(); AnimationTownAsset.Load(asset.bytes); } if (null == AnimationFightAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("AnimationFight"); AnimationFightAsset = new AnimationTable(); AnimationFightAsset.Load(asset.bytes); } AnimationTableAsset = AnimationFightAsset; if (null == ActionRelationTableAsset) { TextAsset asset = GameData.LoadConfig <TextAsset>("ActionRelation"); ActionRelationTableAsset = new ActionRelationTable(); ActionRelationTableAsset.Load(asset.bytes); } if (null == EquipTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("EquipBaseData"); EquipTableAsset = new EquipTable(); EquipTableAsset.Load(obj.bytes); } if (null == ModelInfoTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("ModelInfoTable"); ModelInfoTableAsset = new ModelInfoTable(); ModelInfoTableAsset.Load(obj.bytes); } if (null == WeaponInfoTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("WeaponInfoTable"); WeaponInfoTableAsset = new WeaponInfoTable(); WeaponInfoTableAsset.Load(obj.bytes); } if (null == UILoadInfoTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("UILoadInfoTable"); UILoadInfoTableAsset = new UILoadInfoTable(); UILoadInfoTableAsset.Load(obj.bytes); } if (null == IconTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("IconTable"); IconTableAsset = new IconTable(); IconTableAsset.Load(obj.bytes); } if (null == BuffTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("Buff"); BuffTableAsset = new BuffTable(); BuffTableAsset.Load(obj.bytes); } if (null == BuffRelationTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("BuffReplaceRelation"); BuffRelationTableAsset = new BuffRelationTable(); BuffRelationTableAsset.Load(obj.bytes); } if (null == BuffEffectTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("BuffEffect"); BuffEffectTableAsset = new BuffEffectTable(); BuffEffectTableAsset.Load(obj.bytes); } //if (null == CheckInfoTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("Checkinfo"); // CheckInfoTableAsset = new CheckInfoTable(); // CheckInfoTableAsset.Load(obj.bytes); //} //if (null == NpcSayTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("NpcSay"); // NpcSayTableAsset = new NpcSayTable(); // NpcSayTableAsset.Load(obj.bytes); //} //if (null == ShopTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("NpcShop"); // ShopTableAsset = new ShopTable(); // ShopTableAsset.Load(obj.bytes); //} if (null == MissionTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("Task"); MissionTableAsset = new MissionTable(); MissionTableAsset.Load(obj.bytes); } if (null == AptitudeTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("Aptitude"); AptitudeTableAsset = new AptitudeTable(); AptitudeTableAsset.Load(obj.bytes); } if (null == StringTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("StringTable"); StringTableAsset = new StringTable(); StringTableAsset.Load(obj.bytes); } if (null == WorldParamTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("WorldParamTable"); WorldParamTableAsset = new WorldParamTable(); WorldParamTableAsset.Load(obj.bytes); } if (null == CDTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("CDTable"); CDTableAsset = new CDTable(); CDTableAsset.Load(obj.bytes); } //if (null == ServerTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("Servers"); // ServerTableAsset = new ServerTable(); // ServerTableAsset.Load(obj.bytes); //} //if (null == SceneMapNumericTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("Coordinate"); // SceneMapNumericTableAsset = new SceneMapNumericTable(); // SceneMapNumericTableAsset.Load(obj.bytes); //} //if (null == EquipExpMoneyTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("EquipExpMoney"); // EquipExpMoneyTableAsset = new EquipExpMoneyTable(); // EquipExpMoneyTableAsset.Load(obj.bytes); //} //if (null == ShakeTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("Shake"); // ShakeTableAsset = new ShakeTable(); // ShakeTableAsset.Load(obj.bytes); //} //if (null == PlayerGuideTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("PlayerGuide"); // PlayerGuideTableAsset = new PlayerGuideTable(); // PlayerGuideTableAsset.Load(obj.bytes); //} //if (null == IllumeTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("Illume"); // IllumeTableAsset = new IllumeTable(); // IllumeTableAsset.Load(obj.bytes); //} //if (null == BossTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("BOSS"); // BossTableAsset = new BossTable(); // BossTableAsset.Load(obj.bytes); //} //if (null == SandTableInfoTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("SandTableInfoTable"); // SandTableInfoTableAsset = new SandTableInfoTable(); // SandTableInfoTableAsset.Load(obj.bytes); //} if (null == LevelUpTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("LvUpExp"); LevelUpTableAsset = new LevelUpTable(); LevelUpTableAsset.Load(obj.bytes); } //if (null == DungeonEventTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("DungeonEvent"); // DungeonEventTableAsset = new DungeonEventTable(); // DungeonEventTableAsset.Load(obj.bytes); //} //if (null == DungeonEventResultTableAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("DungeonEventResult"); // DungeonEventResultTableAsset = new DungeonEventResultTable(); // DungeonEventResultTableAsset.Load(obj.bytes); //} //if (null == DungeonFilesAsset) //{ // TextAsset obj = GameData.LoadConfig<TextAsset>("DungeonFiles"); // DungeonFilesAsset = new DungeonFiles(); // DungeonFilesAsset.Load(obj.bytes); //} if (null == RarityRelativeAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("RarityRelative"); RarityRelativeAsset = new RarityRelativeTable(); RarityRelativeAsset.Load(obj.bytes); } if (null == OccupationInfoAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("OccupationInfoTable"); OccupationInfoAsset = new OccupationInfoTable(); OccupationInfoAsset.Load(obj.bytes); } if (null == PlayerRandomNameAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("PlayerRandomName"); PlayerRandomNameAsset = new PlayerRandomNameTable(); PlayerRandomNameAsset.Load(obj.bytes); } if (null == ZoneInfoTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("ZoneInfo"); ZoneInfoTableAsset = new ZoneInfoTable(); ZoneInfoTableAsset.Load(obj.bytes); } if (null == StageInfoTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("StageInfo"); StageInfoTableAsset = new StageInfoTable(); StageInfoTableAsset.Load(obj.bytes); } if (null == FloorInfoTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("FloorInfo"); FloorInfoTableAsset = new FloorInfoTable(); FloorInfoTableAsset.Load(obj.bytes); } if (null == ItemTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("Item"); ItemTableAsset = new ItemTable(); ItemTableAsset.Load(obj.bytes); } if (null == floorRankTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("FloorRankTable"); floorRankTableAsset = new FloorRankTable(); floorRankTableAsset.Load(obj.bytes); } if (null == ScoreParamTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("ScoreParamTable"); ScoreParamTableAsset = new ScoreParamTable(); ScoreParamTableAsset.Load(obj.bytes); } if (null == BagTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("BagTable"); BagTableAsset = new BagTable(); BagTableAsset.Load(obj.bytes); } if (null == RaceInfoTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("RaceInfoTable"); RaceInfoTableAsset = new RaceInfoTable(); RaceInfoTableAsset.Load(obj.bytes); } if (null == EquipmentTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("Equipment"); EquipmentTableAsset = new EquipmentTable(); EquipmentTableAsset.Load(obj.bytes); } if (null == playerAttrTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("PlayerAttrTable"); playerAttrTableAsset = new PlayerAttrTable(); playerAttrTableAsset.Load(obj.bytes); } if (null == loadingTipsAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("LoadingTips"); loadingTipsAsset = new LoadingTipsTable(); loadingTipsAsset.Load(obj.bytes); } if (null == MagicStoneTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("MagicStonePrice"); MagicStoneTableAsset = new MagicStoneTable(); MagicStoneTableAsset.Load(obj.bytes); } if (null == RingExchangeTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("RingExchangeTable"); RingExchangeTableAsset = new RingExchangeTable(); RingExchangeTableAsset.Load(obj.bytes); } // if (null == SceneRoomTableAsset) // { // TextAsset obj = GameData.LoadConfig<TextAsset>("SceneRoomTable"); // SceneRoomTableAsset = new SceneRoomTable(); // SceneRoomTableAsset.Load(obj.bytes); // } // if (null == SceneBridgeTableAsset) // { // TextAsset obj = GameData.LoadConfig<TextAsset>("SceneBridgeTable"); // SceneBridgeTableAsset = new SceneBridgeTable(); // SceneBridgeTableAsset.Load(obj.bytes); // } // if (null == SceneGateTableAsset) // { // TextAsset obj = GameData.LoadConfig<TextAsset>("SceneGateTable"); // SceneGateTableAsset = new SceneGateTable(); // SceneGateTableAsset.Load(obj.bytes); // } // if (null == SceneTeleportTableAsset) // { // TextAsset obj = GameData.LoadConfig<TextAsset>("SceneTeleportTable"); // SceneTeleportTableAsset = new SceneTeleportTable(); // SceneTeleportTableAsset.Load(obj.bytes); // } if (null == MessageRespondTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("MessageRespondTable"); MessageRespondTableAsset = new MessageRespondTable(); MessageRespondTableAsset.Load(obj.bytes); } if (null == IconInfoTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("Icon"); IconInfoTableAsset = new IconInfoTable(); IconInfoTableAsset.Load(obj.bytes); } if (null == attrRatioTableAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("AttrRatioTable"); attrRatioTableAsset = new AttrRatioTable(); attrRatioTableAsset.Load(obj.bytes); } if (null == ComboSwordSoulAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("ComboSwordSoulTable"); ComboSwordSoulAsset = new ComboSwordSoulTable(); ComboSwordSoulAsset.Load(obj.bytes); } if (null == eventItemAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("EventItem"); eventItemAsset = new EventItemTable(); eventItemAsset.Load(obj.bytes); } if (null == gradeUpRequireAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("GradeUpRequireTable"); gradeUpRequireAsset = new GradeUpRequireTable(); gradeUpRequireAsset.Load(obj.bytes); } if (null == qualityRelativeAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("QualityRelativeTable"); qualityRelativeAsset = new QualityRelativeTable(); qualityRelativeAsset.Load(obj.bytes); } if (null == cardTypeVariationAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("CardTypeVariationTable"); cardTypeVariationAsset = new CardTypeVariationTable(); cardTypeVariationAsset.Load(obj.bytes); } if (null == cardLevelVariationAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("CardLevelupVariationTable"); cardLevelVariationAsset = new CardLevelVariationTable(); cardLevelVariationAsset.Load(obj.bytes); } if (null == yellowPointParamAsset) { TextAsset obj = GameData.LoadConfig <TextAsset>("YellowPointParam"); yellowPointParamAsset = new YellowPointParamTable(); yellowPointParamAsset.Load(obj.bytes); } //加载随机地图相关表数据 LoadRandMapTableData(); int id = 70; int level = 12; int yellow = 3; int hp = BattleFormula.GetHp(id, level, yellow); int phyAttack = BattleFormula.GetPhyAttack(id, level, yellow); int magAttack = BattleFormula.GetMagAttack(id, level, yellow); int magDefend = BattleFormula.GetMagDefend(id, level, yellow); int phyDEFEND = BattleFormula.GetPhyDefend(id, level, yellow); Debug.Log("magDefend:" + magDefend); Debug.Log("magAttack:" + magAttack); Debug.Log("phyDEFEND:" + phyDEFEND); Debug.Log("phyAttack:" + phyAttack); Debug.Log("hp:" + hp); }