Exemple #1
0
    //Dictionary<int, EquipData> edDic = new Dictionary<int, EquipData>();

    //ItemEquip item;

    //List<BackpackEquipVO> list = new List<BackpackEquipVO>();

    //Dictionary<int, BackpackEquipVO> equipDic = new Dictionary<int, BackpackEquipVO>();

    //Dictionary<int, BackpackEquipVO> allDic = new Dictionary<int, BackpackEquipVO>();

    //List<HeroDataVO> equipList = new List<HeroDataVO>();

    //string[] equipS;                                    //装备ID
    //int site;                                           //装备位
    #endregion

    void Awake()
    {
        instance = this;
        for (int i = 1; i <= 6; i++)
        {
            equip.Add(transform.FindChild("Equip" + i).GetComponent <ItemEquip>());
            itemEquipDicI.Add(i, transform.FindChild("Equip" + i).GetComponent <ItemEquip>());    //取装备位置
        }

        obj    = new object[FSDataNodeTable <HeroAttrNode> .GetSingleton().DataNodeList.Count];
        objDic = FSDataNodeTable <HeroAttrNode> .GetSingleton().DataNodeList;

        int index = 0;

        foreach (object hn in objDic.Values)
        {
            if (index < obj.Length)
            {
                obj[index] = hn;
                index++;
            }
        }

        for (int i = 0; i < obj.Length; i++)
        {
            HeroAttrNode herodata = (HeroAttrNode)obj[i];
            if (!herodataDic.ContainsKey(herodata.id))
            {
                herodataDic.Add(herodata.id, herodata);
            }
            equipAllList.Add(herodata);
        }
        jinjieEffect = transform.Find("UI_YXJJ_01");
    }
Exemple #2
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    /// <summary>
    /// 计算指定类型的二级属性最终值(二级属性包括生命、攻击、护甲、魔抗、暴击、护甲穿透、魔法穿透、韧性、闪避、命中、吸血) |
    /// 属性分服务器和本地两套,服务器属性从serverAttrs里取,本地属性根据配表自行计算 |
    /// 英雄属性计算公式:基础值+对应主属性值*属性加成率 |
    /// 怪物属性计算公式:基础值+等级成长*等级+buff值
    /// </summary>
    public static float GetSingleAttribute(CharacterData characterData, AttrType type)
    {
        if (characterData is HeroData)
        {
            HeroData     hd           = (HeroData)characterData;
            HeroAttrNode heroAttrNode = (HeroAttrNode)characterData.attrNode;
            switch (type)
            {
            case AttrType.hp:
                return(CalcServerOrLocalAttr(hd, type, AttrType.power, 23.5f));

            case AttrType.attack:
                // 攻击力=(主属性+敏捷*0.5)*9+(初始值+装备)
                float servMainAttr  = GetAttr(hd.serverAttrs, type) + 9 * (GetAttr(hd.buffAttrs, (AttrType)(heroAttrNode.heroNode.attribute - 1)) + 0.5f * GetAttr(hd.buffAttrs, AttrType.agility)) + GetAttr(hd.buffAttrs, type);
                float localMainAttr = 9 * (GetAProperty(hd, (AttrType)(heroAttrNode.heroNode.attribute - 1)) + 0.5f * GetAProperty(hd, AttrType.agility)) + GetBProperty(hd, type);
                return(characterData.useServerAttr ? servMainAttr : localMainAttr + GetAttr(hd.buffAttrs, type));

            case AttrType.armor:
                return(CalcServerOrLocalAttr(hd, type, AttrType.agility, 3.6f));

            case AttrType.magic_resist:
                return(CalcServerOrLocalAttr(hd, type, AttrType.intelligence, 6.6f));

            case AttrType.critical:
                return(CalcServerOrLocalAttr(hd, type, AttrType.agility, 2.25f));

            case AttrType.armor_penetration:
                return(CalcServerOrLocalAttr(hd, type, AttrType.agility, 1.8f));

            case AttrType.magic_penetration:
                return(CalcServerOrLocalAttr(hd, type, AttrType.intelligence, 3.3f));

            case AttrType.tenacity:
                return(CalcServerOrLocalAttr(hd, type, AttrType.power, 1.25f));

            default:
                return(characterData.useServerAttr ? (GetAttr(hd.serverAttrs, type) + GetAttr(hd.buffAttrs, type)) : (GetBProperty(hd, type) + GetAttr(hd.buffAttrs, type)));
            }
        }
        else
        {
            if (characterData != null)//野外打怪会报错
            {
                MonsterAttrNode maNode      = (MonsterAttrNode)characterData.attrNode;
                MonsterData     monsterData = (MonsterData)characterData;
                return(GetAttr(maNode.attrLvRates, type) * (monsterData.lvlRate != 0 ? monsterData.lvlRate : characterData.lvl) + GetAttr(maNode.base_Propers, type) + GetAttr(characterData.buffAttrs, type));
            }
            return(0);
        }
    }
Exemple #3
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    /// <summary>
    /// 获取指定类型的主属性值(力敏智三者之一) |
    /// 计算公式:基础值+星级成长系数*英雄等级+装备加成+buff值
    /// </summary>
    public static float GetAProperty(HeroData hd, AttrType type)
    {
        HeroAttrNode heroAttr     = (HeroAttrNode)hd.attrNode;
        float        baseAtttrVal = 0f;

        if (type == AttrType.power)
        {
            baseAtttrVal = heroAttr.power;
        }
        else if (type == AttrType.intelligence)
        {
            baseAtttrVal = heroAttr.intelligence;
        }
        else if (type == AttrType.agility)
        {
            baseAtttrVal = heroAttr.agility;
        }
        return(baseAtttrVal + heroAttr.heroNode.GetStarGrowUpRate((int)type, hd.star) * hd.lvl + hd.equipTotalAttrs[(int)type] + GetAttr(hd.buffAttrs, type));
    }
Exemple #4
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 void PlayAppearedAnim(GameObject model, HeroAttrNode heroAttr = null)
 {
     ani = model.GetComponent <Animator>();
     cs  = UnityUtil.AddComponetIfNull <CharacterState>(model);
     if (type == AnimType.Run)
     {
         ani.SetInteger("Speed", 1);
     }
     else if (type == AnimType.Appeared)
     {
         Appeared = Animator.StringToHash("Base.Chuchang");
         if (ani.HasState(ani.GetLayerIndex("Base"), Appeared))
         {
             ani.SetTrigger("Appeared");
         }
     }
     type = AnimType.None;
     if (heroAttr != null && heroAttr.heroNode != null)
     {
         cs.mAmountDlg = heroAttr.heroNode.dlgAmount;
     }
 }