コード例 #1
0
ファイル: SwordsMan.cs プロジェクト: kimch2/PackageClient
        /// <summary>
        /// 战斗力
        /// </summary>
        /// <returns></returns>
        public int GetNextlevelCombatValue()
        {
            // todo_xiake
            float fTotalCombatValue = 0.0f;

            //血影响
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.MAXHP) * 0.2f);
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.MAXMP) * 0.1f);

            int nProfession = GameManager.gameManager.PlayerDataPool.Profession;

            if (Obj_OtherPlayer.IsPhysicsProfession(nProfession))
            {
                //物理攻击影响
                fTotalCombatValue += (GetComBatAttrById(COMBATATTE.PYSATTACK) * 2.0f);
                //物理防御影响
                int nPDef = GetComBatAttrById(COMBATATTE.PYSDEF);
                int nMDef = GetComBatAttrById(COMBATATTE.MAGDEF);
                fTotalCombatValue += ((nPDef * 0.6f) + (nMDef * 0.4f)) * 2.0f;
            }
            else if (Obj_OtherPlayer.IsMagicAttackProfession(nProfession))
            {
                //法术攻击影响
                fTotalCombatValue += (GetComBatAttrById(COMBATATTE.MAGATTACK) * 2.0f);
                //法术防御影响
                int nPDef = GetComBatAttrById(COMBATATTE.PYSDEF);
                int nMDef = GetComBatAttrById(COMBATATTE.MAGDEF);
                fTotalCombatValue += ((nPDef * 0.4f) + (nMDef * 0.6f)) * 2.0f;
            }

            //血影响
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.MAXHP) * 0.2f);
            //命中影响
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.HIT) * 2.5f);
            //闪避影响
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.DODGE) * 3.125f);
            //暴击影响
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.CRITICAL) * 2.4f);
            //暴抗影响
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.DECRITICAL) * 3.192f);
            //穿透影响
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.STRIKE) * 8.3f);
            //韧性影响
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.DUCTICAL) * 8.3f);
            //暴击加成影响
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.CRITIADD) * 6.5f);
            //暴击减免影响
            fTotalCombatValue += (GetComBatAttrById(COMBATATTE.CRITIMIS) * 6.5f);

            return((int)fTotalCombatValue);
        }
コード例 #2
0
        public static int GetGemCombatValue(int gemid)
        {
            float fTotalCombatValue = 0.0f;

            if (null == Singleton <ObjManager> .GetInstance().MainPlayer)
            {
                return((int)fTotalCombatValue);
            }

            //血影响
            fTotalCombatValue += (GetGemAttrValue(COMBATATTE.MAXHP, gemid) * 0.2f);
            int profession = Singleton <ObjManager> .GetInstance().MainPlayer.Profession;

            if (Obj_OtherPlayer.IsPhysicsProfession(profession))
            {
                //物理攻击影响
                fTotalCombatValue += (GetGemAttrValue(COMBATATTE.PYSATTACK, gemid) * 2.0f);
                //物理防御影响
                int nPDef = GetGemAttrValue(COMBATATTE.PYSDEF, gemid);
                int nMDef = GetGemAttrValue(COMBATATTE.MAGDEF, gemid);
                fTotalCombatValue += ((nPDef * 0.6f) + (nMDef * 0.4f)) * 2.0f;
            }
            else if (Obj_OtherPlayer.IsMagicAttackProfession(profession))
            {
                //法术攻击影响
                fTotalCombatValue += (GetGemAttrValue(COMBATATTE.MAGATTACK, gemid) * 2.0f);
                //法术防御影响
                int nPDef = GetGemAttrValue(COMBATATTE.PYSDEF, gemid);
                int nMDef = GetGemAttrValue(COMBATATTE.MAGDEF, gemid);
                fTotalCombatValue += ((nPDef * 0.4f) + (nMDef * 0.6f)) * 2.0f;
            }
            //命中影响
            fTotalCombatValue += (GetGemAttrValue(COMBATATTE.HIT, gemid) * 2.5f);
            //闪避影响
            fTotalCombatValue += (GetGemAttrValue(COMBATATTE.DODGE, gemid) * 3.125f);
            //暴击影响
            fTotalCombatValue += (GetGemAttrValue(COMBATATTE.CRITICAL, gemid) * 2.4f);
            //暴抗影响
            fTotalCombatValue += (GetGemAttrValue(COMBATATTE.DECRITICAL, gemid) * 3.192f);
            //穿透影响
            fTotalCombatValue += (GetGemAttrValue(COMBATATTE.STRIKE, gemid) * 8.3f);
            //韧性影响
            fTotalCombatValue += (GetGemAttrValue(COMBATATTE.DUCTICAL, gemid) * 8.3f);
            //暴击加成影响
            fTotalCombatValue += (GetGemAttrValue(COMBATATTE.CRITIADD, gemid) * 6.5f);
            //暴击减免影响
            fTotalCombatValue += (GetGemAttrValue(COMBATATTE.CRITIMIS, gemid) * 6.5f);

            return((int)fTotalCombatValue);
        }
コード例 #3
0
ファイル: TrainingLogic.cs プロジェクト: kimch2/PackageClient
    int GetAddCombatValue()
    {
        float fTotalCombatValue = 0.0f;

        //血影响
        fTotalCombatValue += ((float)m_TrainingEffectVal[0] * 0.2f);
        fTotalCombatValue += ((float)m_TrainingEffectVal[1] * 0.1f);

        int nProfession = GameManager.gameManager.PlayerDataPool.Profession;

        if (Obj_OtherPlayer.IsPhysicsProfession(nProfession))
        {
            //物理攻击影响
            fTotalCombatValue += ((float)m_TrainingEffectVal[2] * 2.0f);
            //物理防御影响
            int nPDef = m_TrainingEffectVal[4];
            int nMDef = m_TrainingEffectVal[5];
            fTotalCombatValue += (((float)nPDef * 0.6f) + ((float)nMDef * 0.4f)) * 2.0f;
        }
        else if (Obj_OtherPlayer.IsMagicAttackProfession(nProfession))
        {
            //法术攻击影响
            fTotalCombatValue += ((float)m_TrainingEffectVal[3] * 2.0f);
            //法术防御影响
            int nPDef = m_TrainingEffectVal[4];
            int nMDef = m_TrainingEffectVal[5];
            fTotalCombatValue += (((float)nPDef * 0.4f) + ((float)nMDef * 0.6f)) * 2.0f;
        }

        //命中影响
        fTotalCombatValue += ((float)m_TrainingEffectVal[6] * 2.5f);
        //闪避影响
        fTotalCombatValue += ((float)m_TrainingEffectVal[7] * 3.125f);
        //暴击影响
        fTotalCombatValue += ((float)m_TrainingEffectVal[8] * 2.4f);
        //暴抗影响
        fTotalCombatValue += ((float)m_TrainingEffectVal[9] * 3.192f);
        //穿透影响
        fTotalCombatValue += ((float)m_TrainingEffectVal[10] * 8.3f);
        //韧性影响
        fTotalCombatValue += ((float)m_TrainingEffectVal[11] * 8.3f);
        //暴击加成影响
        fTotalCombatValue += ((float)m_TrainingEffectVal[12] * 6.5f);
        //暴击减免影响
        fTotalCombatValue += ((float)m_TrainingEffectVal[13] * 6.5f);

        return((int)fTotalCombatValue);
    }
コード例 #4
0
ファイル: RoleViewLogic.cs プロジェクト: kimch2/PackageClient
    /// <summary>
    /// 更新右边属性页面
    /// </summary>
    public void UpdateAttrRightView()
    {
        m_bIsNeedUpdateAttr = false;
        //战斗力
        m_CombatValueLable.text  = m_nCombatValue.ToString();
        m_CombatValueLable2.text = m_nCombatValue.ToString();

        //等级
        //m_LevelValueLable.text = m_nLevel.ToString();
        m_LevelValueLable.text  = string.Format("Lv {0}", m_nLevel);
        m_LevelValueLable2.text = m_nLevel.ToString();
        //职业名
        m_ProfessionValueLable.text  = Utils.GetProfessionNameByType(m_Profession);
        m_ProfessionValueLable2.text = Utils.GetProfessionNameByType(m_Profession);

        //GUID
        Int32 high = (Int32)(m_RoleGUID >> 32);
        Int32 low  = (Int32)(m_RoleGUID & 0xFFFFFFFF);

        m_GUIDValueLable.text  = string.Format("{0}-{1}", high.ToString("X8"), low.ToString("X8"));
        m_GUIDValueLable2.text = string.Format("{0}-{1}", high.ToString("X8"), low.ToString("X8"));
        //血
        m_HPValueLable.text  = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurHp), Utils.ConvertLargeNumToString(m_nMaxHP));
        m_HPValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurHp), Utils.ConvertLargeNumToString(m_nMaxHP));
        if (m_nMaxHP != 0)
        {
            m_HPSprite.value  = (float)m_nCurHp / (float)m_nMaxHP;
            m_HPSprite2.value = (float)m_nCurHp / (float)m_nMaxHP;
        }
        else
        {
            m_HPSprite.value  = 1;
            m_HPSprite2.value = 1;
        }
        //m_HPSprite.MakePixelPerfect();
        //m_HPSprite2.MakePixelPerfect();
        //蓝
        m_MPValueLable.text  = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurMp), Utils.ConvertLargeNumToString(m_nMaxMp));
        m_MPValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurMp), Utils.ConvertLargeNumToString(m_nMaxMp));
        if (m_nMaxMp != 0)
        {
            m_MPSprite.value  = (float)m_nCurMp / (float)m_nMaxMp;
            m_MPSprite2.value = (float)m_nCurMp / (float)m_nMaxMp;
        }
        else
        {
            m_MPSprite.value  = 1;
            m_MPSprite2.value = 1;
        }
        //m_MPSprite.MakePixelPerfect();
        //m_MPSprite2.MakePixelPerfect();
        //经验
        m_ExpValueLable.text  = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurExp), Utils.ConvertLargeNumToString(m_nMaxExp));
        m_ExpValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurExp), Utils.ConvertLargeNumToString(m_nMaxExp));
        if (m_nMaxExp != 0)
        {
            m_ExpSprite.value  = (float)m_nCurExp / (float)m_nMaxExp;
            m_ExpSprite2.value = (float)m_nCurExp / (float)m_nMaxExp;
        }
        else
        {
            m_ExpSprite.value  = 1;
            m_ExpSprite2.value = 1;
        }
        //m_ExpSprite.MakePixelPerfect();
        //m_ExpSprite2.MakePixelPerfect();
        UpdateOffLineExp();
        //攻击力
        if (Obj_OtherPlayer.IsPhysicsProfession(m_Profession))
        {
            m_MAttckLabel.gameObject.SetActive(false);
            m_PAttackLable.gameObject.SetActive(true);
            m_MAttckLabel2.gameObject.SetActive(false);
            m_PAttackLable2.gameObject.SetActive(true);
            m_AttackValueLable.text  = m_nPAttck.ToString();
            m_AttackValueLable2.text = m_nPAttck.ToString();
        }
        else if (Obj_OtherPlayer.IsMagicAttackProfession(m_Profession))
        {
            m_PAttackLable.gameObject.SetActive(false);
            m_MAttckLabel.gameObject.SetActive(true);
            m_PAttackLable2.gameObject.SetActive(false);
            m_MAttckLabel2.gameObject.SetActive(true);
            m_AttackValueLable.text  = m_nMAttack.ToString();
            m_AttackValueLable2.text = m_nMAttack.ToString();
        }
        m_PDefenseValueLable.text = m_nPDefense.ToString();       //物防
        m_MDefenseValueLable.text = m_MDefense.ToString();        //法防

        m_PDefenseValueLable2.text = m_nPDefense.ToString();      //物防
        m_MDefenseValueLable2.text = m_MDefense.ToString();       //法防

        m_HitValueLabel.text         = m_nHit.ToString();         //命中
        m_CriticalValueLable.text    = m_nCritical.ToString();    //暴击
        m_DecriticalValueLabel.text  = m_DeCritical.ToString();   //暴抗
        m_DodgeValueLable.text       = m_nDoge.ToString();        //闪避
        m_StrikeValueLable.text      = m_nStrike.ToString();      //穿透
        m_CriticalAddValueLable.text = m_nCriticalAdd.ToString(); //暴击伤害加成
        m_DucticalValueLable.text    = m_nDuctical.ToString();    //韧性
        m_CriticalMisValueLable.text = m_nCriticalMis.ToString(); //暴击伤害减免

        string strGuildName = GameManager.gameManager.PlayerDataPool.GuildInfo.GuildName;

        if (strGuildName == "")
        {
            m_GuildInfo.gameObject.SetActive(false);
            m_GuildNameLabel.text = "";
        }
        else
        {
            m_GuildInfo.gameObject.SetActive(true);
            m_GuildNameLabel.text = GameManager.gameManager.PlayerDataPool.GuildInfo.GuildName;
        }
    }
コード例 #5
0
    /// <summary>
    /// 更新右边属性页面
    /// </summary>
    void UpdateAttrRightView()
    {
        if (m_CombatValueLable != null)
        {
            m_CombatValueLable.text = m_nCombatValue.ToString();
        }

        if (m_CombatValueLable2 != null)
        {
            m_CombatValueLable2.text = m_nCombatValue.ToString();
        }
        if (null == m_LeftAttrView_01)
        {
            LogModule.ErrorLog("UpdateAttrRightView:m_LeftAttrView_01 is null");
            return;
        }
        if (null == m_LeftAttrView_02)
        {
            LogModule.ErrorLog("UpdateAttrRightView:m_LeftAttrView_02 is null");
            return;
        }
        if (null == m_LeftAttrView_03)
        {
            LogModule.ErrorLog("UpdateAttrRightView:m_LeftAttrView_03 is null");
            return;
        }
        if (null == m_LevelValueLable)
        {
            LogModule.ErrorLog("m_LevelValueLable is null");
            return;
        }
        if (null == m_LevelValueLable2)
        {
            LogModule.ErrorLog("m_LevelValueLable2 is null");
            return;
        }
        if (null == m_ProfessionValueLable)
        {
            LogModule.ErrorLog("m_ProfessionValueLable is null");
            return;
        }
        if (null == m_ProfessionValueLable2)
        {
            LogModule.ErrorLog("m_ProfessionValueLable2 is null");
            return;
        }
        if (null == m_GUIDValueLable)
        {
            LogModule.ErrorLog("m_GUIDValueLable is null");
            return;
        }

        if (null == m_GUIDValueLable2)
        {
            LogModule.ErrorLog("m_GUIDValueLable2 is null");
            return;
        }

        if (null == m_HPValueLable)
        {
            LogModule.ErrorLog("m_HPValueLable is null");
            return;
        }

        if (null == m_HPValueLable2)
        {
            LogModule.ErrorLog("m_HPValueLable2 is null");
            return;
        }

        if (null == m_HPSprite)
        {
            LogModule.ErrorLog("m_HPSprite is null");
            return;
        }

        if (null == m_HPSprite2)
        {
            LogModule.ErrorLog("m_HPSprite2 is null");
            return;
        }

        if (null == m_MPValueLable)
        {
            LogModule.ErrorLog("m_MPValueLable is null");
            return;
        }

        if (null == m_MPValueLable2)
        {
            LogModule.ErrorLog("m_MPValueLable2 is null");
            return;
        }

        if (null == m_MPSprite)
        {
            LogModule.ErrorLog("m_MPSprite is null");
            return;
        }

        if (null == m_MPSprite2)
        {
            LogModule.ErrorLog("m_MPSprite2 is null");
            return;
        }

        if (null == m_ExpValueLable)
        {
            LogModule.ErrorLog("m_ExpValueLable is null");
            return;
        }

        if (null == m_ExpValueLable2)
        {
            LogModule.ErrorLog("m_ExpValueLable2 is null");
            return;
        }

        if (null == m_ExpSprite)
        {
            LogModule.ErrorLog("m_ExpSprite is null");
            return;
        }

        if (null == m_ExpSprite2)
        {
            LogModule.ErrorLog("m_ExpSprite2 is null");
            return;
        }
        m_LevelValueLable.text  = m_nLevel.ToString();
        m_LevelValueLable2.text = m_nLevel.ToString();
        m_PlayerLevel.text      = "LV." + m_nLevel.ToString();

        //职业名
        m_ProfessionValueLable.text  = Utils.GetProfessionNameByType(m_Profession);
        m_ProfessionValueLable2.text = Utils.GetProfessionNameByType(m_Profession);
        //GUID
        Int32 high = (Int32)(m_RoleGUID >> 32);
        Int32 low  = (Int32)(m_RoleGUID & 0xFFFFFFFF);

        m_GUIDValueLable.text  = string.Format("{0}-{1}", high.ToString("X8"), low.ToString("X8"));
        m_GUIDValueLable2.text = string.Format("{0}-{1}", high.ToString("X8"), low.ToString("X8"));

        //血
        m_HPValueLable.text  = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurHp), Utils.ConvertLargeNumToString(m_nMaxHP));
        m_HPValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurHp), Utils.ConvertLargeNumToString(m_nMaxHP));
        if (m_nMaxHP != 0)
        {
            m_HPSprite.value  = (float)m_nCurHp / (float)m_nMaxHP;
            m_HPSprite2.value = (float)m_nCurHp / (float)m_nMaxHP;
        }
        else
        {
            m_HPSprite.value  = 1;
            m_HPSprite2.value = 1;
        }

        //蓝
        m_MPValueLable.text  = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurMp), Utils.ConvertLargeNumToString(m_nMaxMp));
        m_MPValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurMp), Utils.ConvertLargeNumToString(m_nMaxMp));
        if (m_nMaxMp != 0)
        {
            m_MPSprite.value  = (float)m_nCurMp / (float)m_nMaxMp;
            m_MPSprite2.value = (float)m_nCurMp / (float)m_nMaxMp;
        }
        else
        {
            m_MPSprite.value  = 1;
            m_MPSprite2.value = 1;
        }



        m_ExpValueLable.text  = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurExp), Utils.ConvertLargeNumToString(m_nMaxExp));
        m_ExpValueLable2.text = String.Format("{0}/{1}", Utils.ConvertLargeNumToString(m_nCurExp), Utils.ConvertLargeNumToString(m_nMaxExp));
        if (m_nMaxExp != 0)
        {
            m_ExpSprite.value  = (float)m_nCurExp / (float)m_nMaxExp;
            m_ExpSprite2.value = (float)m_nCurExp / (float)m_nMaxExp;
        }
        else
        {
            m_ExpSprite.value  = 1;
            m_ExpSprite2.value = (float)m_nCurExp / (float)m_nMaxExp;
        }



        if (Obj_OtherPlayer.IsPhysicsProfession(m_Profession))
        {
            m_MAttckLabel.gameObject.SetActive(false);
            m_PAttackLable.gameObject.SetActive(true);
            m_AttackValueLable.text  = m_nPAttck.ToString();
            m_AttackValueLable2.text = m_nPAttck.ToString();
        }
        else if (Obj_OtherPlayer.IsMagicAttackProfession(m_Profession))
        {
            m_PAttackLable.gameObject.SetActive(false);
            m_MAttckLabel.gameObject.SetActive(true);
            m_AttackValueLable.text  = m_nMAttack.ToString();
            m_AttackValueLable2.text = m_nMAttack.ToString();
        }


        m_PDefenseValueLable.text  = m_nPDefense.ToString(); //物防
        m_PDefenseValueLable2.text = m_nPDefense.ToString(); //物防
        m_MDefenseValueLable.text  = m_MDefense.ToString();  //法防
        m_MDefenseValueLable2.text = m_MDefense.ToString();  //法防


        m_HitValueLabel.text         = m_nHit.ToString();         //命中
        m_CriticalValueLable.text    = m_nCritical.ToString();    //暴击
        m_DecriticalValueLabel.text  = m_DeCritical.ToString();   //暴抗
        m_DodgeValueLable.text       = m_nDoge.ToString();        //闪避
        m_StrikeValueLable.text      = m_nStrike.ToString();      //穿透
        m_CriticalAddValueLable.text = m_nCriticalAdd.ToString(); //暴击伤害加成
        m_DucticalValueLable.text    = m_nDuctical.ToString();    //韧性
        m_CriticalMisValueLable.text = m_nCriticalMis.ToString(); //暴击伤害减免
        if (m_strGuildName == "")
        {
            m_GuildInfo.gameObject.SetActive(false);
            m_GuildNameLabel.text = "";
        }
        else
        {
            m_GuildInfo.gameObject.SetActive(true);
            m_GuildNameLabel.text = m_strGuildName; // 帮会名称
        }

        if (m_VipLvlSprite != null)
        {
            m_VipLvlSprite.spriteName = VipData.GetStarIconByLevel(m_nVipLvl);               // vip图片
        }
    }