public void FightStart() { SLevelContext curLvelContext = Singleton <BattleLogic> .GetInstance().GetCurLvelContext(); if (curLvelContext != null && curLvelContext.m_warmHeroAiDiffInfo != null) { ResBattleDynamicDifficulty warmHeroAiDiffInfo = curLvelContext.m_warmHeroAiDiffInfo; List <PoolObjHandle <ActorRoot> > campActors = Singleton <GameObjMgr> .GetInstance().GetCampActors(Singleton <GamePlayerCenter> .get_instance().GetHostPlayer().PlayerCamp); for (int i = 0; i < campActors.get_Count(); i++) { ActorRoot handle = campActors.get_Item(i).get_handle(); if (handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) { PropertyHelper mActorValue = handle.ValueComponent.mActorValue; mActorValue[31].baseValue += warmHeroAiDiffInfo.iSelfAttackAdd; mActorValue[30].baseValue += warmHeroAiDiffInfo.iSelfDefenceAdd; } } } }
public void FightStart() { SLevelContext curLvelContext = Singleton <BattleLogic> .GetInstance().GetCurLvelContext(); if ((curLvelContext != null) && (curLvelContext.DynamicDifficultyCfg != null)) { ResBattleDynamicDifficulty dynamicDifficultyCfg = curLvelContext.DynamicDifficultyCfg; List <PoolObjHandle <ActorRoot> > campActors = Singleton <GameObjMgr> .GetInstance().GetCampActors(Singleton <GamePlayerCenter> .instance.GetHostPlayer().PlayerCamp); for (int i = 0; i < campActors.Count; i++) { PoolObjHandle <ActorRoot> handle = campActors[i]; ActorRoot root = handle.handle; if (root.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) { PropertyHelper mActorValue = root.ValueComponent.mActorValue; ValueDataInfo info1 = mActorValue[RES_FUNCEFT_TYPE.RES_PROPERTY_HURTOUTPUTRATE]; info1.baseValue += dynamicDifficultyCfg.iSelfAttackAdd; ValueDataInfo info2 = mActorValue[RES_FUNCEFT_TYPE.RES_PROPERTY_HURTREDUCERATE]; info2.baseValue += dynamicDifficultyCfg.iSelfDefenceAdd; } } } }
public void SetWarmHeroAiDiff(byte aiLevel) { this.m_warmHeroAiDiffInfo = GameDataMgr.battleDynamicDifficultyDB.GetDataByKey((uint)aiLevel); }