/// <summary> /// 切换武器 /// </summary> /// <param name="idx"></param> /// <returns></returns> bool SwitchWeapon(int idx) { if (idx < 0 || idx >= weaponAmount) { return(false); } //移除当前使用武器的属性 if (_weapons[curWeaponIdx] != null) { WeaponProperties weaponProp = EquipTable.GetWeaponProp(_weapons[curWeaponIdx].Type.weaponId); if (weaponProp != null) { RemoveWeaponProp(bindPlayer, weaponProp); } } //添加要使用的武器的属性 if (Weapons[idx] != null) { WeaponProperties weaponProp = EquipTable.GetWeaponProp(_weapons[idx].Type.weaponId); if (weaponProp != null) { AddWeaponProp(bindPlayer, weaponProp); } } curWeaponIdx = idx; return(true); }
//护甲格子点击回调 void OnArmorSlotClick(UIItemSlot slot, PointerEventData eventData) { LocalPlayer localPlayer = Helper.FindLocalPlayer(); if (localPlayer != null && bindEquipment != null) { MouseItem mouseItem = localPlayer.bag.mouseItem; if (mouseItem.hasItem) { //鼠标有物品,则尝试装备 if (mouseItem.item.Type.IsArmor) { ArmorProperties armorProp = EquipTable.GetArmorProp(mouseItem.item.Type.armorId); if (armorProp != null && armorProp.armorType == PlayerEquipment.armorTypes[slot.index]) { //护甲有效,护甲类型匹配,则装备 Item preArmor = null; bindEquipment.PutOnArmor(mouseItem.TakeItem(), slot.index, out preArmor); //穿上护甲 mouseItem.PutItem(preArmor); //鼠标放入之前格子里的护甲 } } else { //鼠标上的不是护甲,什么都不用做 } } else { //鼠标没物品,尝试取下武器,如果没武器,则会得到null mouseItem.PutItem(bindEquipment.TakeOffArmor(slot.index)); } Helper.ShowTips(bindEquipment.Armors[slot.index]); } Helper.MoveWndToFront(transform); }
//穿上装备,如果之前格子里有装备,会移除掉 public bool PutOnArmor(Item armor, int idx, out Item preArmor) { preArmor = null; if (armor == null || !armor.Type.IsArmor) { return(false); } ArmorProperties armorProp = EquipTable.GetArmorProp(armor.Type.armorId); if (armorProp != null && armorProp.armorType == armorTypes[idx]) { //存在装备配置,且类型相同 preArmor = Armors[idx]; Armors[idx] = armor; //加入已装备护甲列表 if (preArmor != null) { ArmorProperties preProp = EquipTable.GetArmorProp(preArmor.Type.armorId); if (preProp != null) { RemoveArmorProp(bindPlayer, preProp); } } AddArmorProp(bindPlayer, armorProp); RaiseEquipChanged(); } return(true); }
private void FillPlayerData(Character ch) { _curCharacter = ch; foreach (var b in GetAll(tabPage2, typeof(Button))) { b.Enabled = true; } tabPage5.Enabled = true; //TODO: background DBiFace.AccDB.LoginDB.IPDataReady.Add((sender, e) => olvIP.SetObjects((List <IPData>)sender)); DBiFace.AccDB.LoginDB.GetIPByAccID(_curCharacter.AccountID); DBiFace.AccDB.LoginDB.IDDataReady.Add((sender, e) => olvID.SetObjects((List <IDData>)sender)); DBiFace.AccDB.LoginDB.GetIDByAccID(_curCharacter.AccountID); //olvIP.SetObjects(); textBoxName.Text = _curCharacter.Name; textBoxMoney.Text = _curCharacter.Money.ToString(CultureInfo.InvariantCulture); //comboBoxSystem.SelectedValue = _curCharacter.System.ToLowerInvariant(); comboBoxShip.SelectedValue = _curCharacter.ShipArch; checkBanned.Checked = ch.IsBanned; checkBanned2.Checked = checkBanned.Checked; rtbBanReason.Text = DBiFace.AccDB.Bans.GetAccBanReason(_curCharacter.AccountID); textAccID.Text = ch.AccountID; textAdminRights.Text = ch.AdminRights; FillLocationBox(ch.System, ch.Base); var ship = Universe.Gis.Ships.FindByHash(_curCharacter.ShipArch); if (ship != null) { labelHoldSize.Text = String.Format("Hold size: {0}", ship.HoldSize); } RefreshCargoSpace(); dateLastOnline.MaxDate = DateTime.Now; dateLastOnline.Value = _curCharacter.LastOnline; olvRep.SetObjects(_curCharacter.Reputation.ToList()); olvCargo.SetObjects(null); olvCargo.SetObjects(_curCharacter.Cargo); var eqList = EquipTable.GetTable(_curCharacter, _log); dlvEquipment.DataSource = eqList; if (DBiFace.IsHookAvailable()) { checkIsOnline.Checked = DBiFace.HookTransport.IsOnServer(_curCharacter.Name); } textCreatedAt.Text = _curCharacter.Created.ToLongDateString(); }
//根据类型穿装备,饰品就放在第一个格子里 public bool PutOnArmor(Item armor, out Item preArmor) { preArmor = null; if (armor != null && armor.Type.IsArmor) { ArmorProperties armorProp = EquipTable.GetArmorProp(armor.Type.armorId); for (int i = 0; i < armorTypes.Length; i++) { if (armorProp.armorType == armorTypes[i]) { PutOnArmor(armor, i, out preArmor); return(true); } } } return(false); }
//脱下装备 public Item TakeOffArmor(int idx) { Item preArmor = Armors[idx]; Armors[idx] = null; //从已装备列表中移除 //修改属性 if (preArmor != null) { ArmorProperties preProp = EquipTable.GetArmorProp(preArmor.Type.armorId); if (preProp != null) { RemoveArmorProp(bindPlayer, preProp); } } RaiseEquipChanged(); return(preArmor); }
//重新计算数值 public void RecalcProperties() { if (bindPlayer != null) { bindPlayer.ResetProperties(); foreach (Item armor in Armors) { if (armor != null) { ArmorProperties armorProp = EquipTable.GetArmorProp(armor.Type.armorId); AddArmorProp(bindPlayer, armorProp); } } Item curWeapon = CurWeapon; if (curWeapon != null) { WeaponProperties weaponProp = EquipTable.GetWeaponProp(curWeapon.Type.weaponId); AddWeaponProp(bindPlayer, weaponProp); } } }
private void FillArchivedPlayerData(Metadata md) { foreach (var b in GetAll(tabPage2, typeof(Button))) { b.Enabled = false; } buttonGetAccChars.Enabled = true; tabPage5.Enabled = false; DBiFace.AccDB.LoginDB.IPDataReady.Add((sender, e) => olvIP.SetObjects((List <IPData>)sender)); DBiFace.AccDB.LoginDB.GetIPByAccID(md.AccountID); DBiFace.AccDB.LoginDB.IDDataReady.Add((sender, e) => olvID.SetObjects((List <IDData>)sender)); DBiFace.AccDB.LoginDB.GetIDByAccID(md.AccountID); textBoxName.Text = md.Name; textBoxMoney.Text = md.Money.ToString(CultureInfo.InvariantCulture); comboBoxShip.SelectedValue = md.ShipArch; checkBanned.Checked = md.IsBanned; checkBanned2.Checked = checkBanned.Checked; rtbBanReason.Text = Resources.MainForm_Archived_account; textAccID.Text = md.AccountID; textAdminRights.Text = Resources.MainForm_Archived_account; FillLocationBox(md.System, md.Base); labelHoldSize.Text = ""; labelHoldCurrent.Text = Resources.MainForm_Archived_account; dateLastOnline.MaxDate = md.LastOnline; dateLastOnline.Value = md.LastOnline; olvRep.Clear(); dlvEquipment.Clear(); olvCargo.SetObjects(EquipTable.GetTableFallback(md.Equipment)); checkIsOnline.Checked = false; }
/// <summary> /// 取下武器 /// </summary> /// <param name="idx"></param> /// <returns></returns> public Item TakeOffWeapon(int idx) { if (idx < 0 || idx >= weaponAmount) { return(null); } Item preWeapon = Weapons[idx]; //之前装备的武器 Weapons[idx] = null; //从已装武器列表中移除 if (idx == curWeaponIdx && preWeapon != null) { WeaponProperties weaponProp = EquipTable.GetWeaponProp(preWeapon.Type.weaponId); if (weaponProp != null) { RemoveWeaponProp(bindPlayer, weaponProp); } } RaiseEquipChanged(); return(preWeapon); }
/// <summary> /// 装备武器 /// </summary> /// <param name="weapon"></param> /// <param name="idx"></param> /// <param name="preWeapon"></param> /// <returns></returns> public bool PutOnWeapon(Item weapon, int idx, out Item preWeapon) { preWeapon = null; if (idx < 0 || idx >= weaponAmount || weapon == null || !weapon.Type.IsWeapon) { return(false); } WeaponProperties weaponProp = EquipTable.GetWeaponProp(weapon.Type.weaponId); if (weaponProp != null) { //记下原来的武器 if (_weapons[idx] != null) { preWeapon = _weapons[idx]; } //装备新武器 _weapons[idx] = weapon; if (idx == curWeaponIdx) //如果切换的是当前使用武器,则要计算属性 { if (preWeapon != null) {//之前格子里有武器,则移除属性 WeaponProperties preProp = EquipTable.GetWeaponProp(preWeapon.Type.weaponId); if (preProp != null) { RemoveWeaponProp(bindPlayer, preProp); } } //加上新武器的属性 AddWeaponProp(bindPlayer, weaponProp); } RaiseEquipChanged(); } return(true); }
private void SaveChar() { if (_curCharacter == null) { return; } _curCharacter.Cargo = new List <WTuple <uint, uint> >(); _curCharacter.Cargo.AddRange((IEnumerable <WTuple <uint, uint> >)olvCargo.Objects); _curCharacter.EquipmentList = EquipTable.GetEquipmentList((uiTables.ShipEquipDataTable)dlvEquipment.DataSource); _curCharacter.SaveCharacter(Properties.Settings.Default.FLDBPath, _log); ((Metadata)fastObjectListView1.SelectedObject).Money = _curCharacter.Money; ((Metadata)fastObjectListView1.SelectedObject).Name = _curCharacter.Name; ((Metadata)fastObjectListView1.SelectedObject).Base = _curCharacter.Base; ((Metadata)fastObjectListView1.SelectedObject).Rank = _curCharacter.Rank; ((Metadata)fastObjectListView1.SelectedObject).ShipArch = _curCharacter.ShipArch; ((Metadata)fastObjectListView1.SelectedObject).LastOnline = _curCharacter.LastOnline; fastObjectListView1.RefreshObject(_curCharacter); DBiFace.AccDB.Scan.LoadAccountDirectory(Properties.Settings.Default.FLDBPath + "/" + _curCharacter.AccountID); }
void GenTips(Item item, ShowPrice showPrice = ShowPrice.None) { //name StringBuilder build = new StringBuilder(); switch (item.Type.quality) { case ItemQuality.White: build.Append("<color=white>" + item.Type.itemName); break; case ItemQuality.Green: build.Append("<color=green>" + item.Type.itemName); break; case ItemQuality.Blue: build.Append("<color=blue>" + item.Type.itemName); break; case ItemQuality.Golden: build.Append("<color=orange>" + item.Type.itemName); break; case ItemQuality.Red: build.Append("<color=red>" + item.Type.itemName); break; case ItemQuality.Purple: build.Append("<color=purple>" + item.Type.itemName); break; default: build.Append("<color=white>" + item.Type.itemName); //默认用白色 break; } //叠加数量 if (item.Type.CanStack) { build.Append(" (" + item.amount + ")"); } build.Append("</color>"); build.Append("\n"); //这里附加装备信息 if (item.Type.IsWeapon) { WeaponProperties weaponProp = EquipTable.GetWeaponProp(item.Type.weaponId); if (weaponProp == null) { } else { build.Append("<color=white>"); //攻击 build.Append(string.Format(TextResources.atkFormat, weaponProp.minAtkBonus, weaponProp.maxAtkBonus)); //攻击速率,为间隔的倒数 build.Append(string.Format(TextResources.atkInvervalFormat, 1 / weaponProp.atkInterval)); if (weaponProp.crtlChanceBonus != 0) { //暴击率 build.Append(string.Format(TextResources.crtlChanceFormat, Mathf.Round(weaponProp.crtlChanceBonus * 100))); } if (weaponProp.crtlRateBonus != 0) { //暴击伤害 build.Append(string.Format(TextResources.crtlRateFormat, Mathf.Round(weaponProp.crtlRateBonus * 100))); } if (weaponProp.rcrBonus != 0) { //rcr build.Append(string.Format(TextResources.rcrFormat, Mathf.Round(weaponProp.rcrBonus * 100))); } build.Append("</color>"); } } else if (item.Type.IsArmor) { ArmorProperties armorProp = EquipTable.GetArmorProp(item.Type.armorId); if (armorProp == null) { } else { build.Append("<color=white>"); //防御 build.Append(string.Format(TextResources.defFormat, armorProp.defBonus)); if (armorProp.hpBonus != 0) { //血量 build.Append(string.Format(TextResources.hpFormat, armorProp.hpBonus)); } if (armorProp.minAtkBonus != 0 || armorProp.maxAtkBonus != 0) { //攻击 build.Append(string.Format(TextResources.atkFormat, armorProp.minAtkBonus, armorProp.maxAtkBonus)); } if (armorProp.atkSpdBonus != 0) { //攻速 build.Append(string.Format(TextResources.atkSpdFormat, Mathf.Round((armorProp.atkSpdBonus * 100)))); } if (armorProp.spdScaleBonus != 0) { //速度 build.Append(string.Format(TextResources.spdFormat, Mathf.Round(armorProp.spdScaleBonus * 100))); } if (armorProp.jmpScaleBonus != 0) { //跳跃 build.Append(string.Format(TextResources.jmpFormat, Mathf.Round(armorProp.jmpScaleBonus * 100))); } if (armorProp.crtlChanceBonus != 0) { //暴击率 build.Append(string.Format(TextResources.crtlChanceFormat, Mathf.Round(armorProp.crtlChanceBonus * 100))); } if (armorProp.crtlRateBonus != 0) { //暴击伤害 build.Append(string.Format(TextResources.crtlRateFormat, Mathf.Round(armorProp.crtlRateBonus * 100))); } if (armorProp.rcrBonus != 0) { //rcr build.Append(string.Format(TextResources.rcrFormat, Mathf.Round(armorProp.rcrBonus * 100))); } build.Append("</color>"); } } //附魔属性 //comment build.Append(item.Type.comment); build.Append("\n"); //usability if (item.Type.IsEquipment) { build.Append("equipment"); } if (item.Type.IsConsumable) { build.Append("&consumable"); } //if (item.Type.IsMaterial) //{ // build.Append("&material"); //} //价格显示 switch (showPrice) { case ShowPrice.None: break; case ShowPrice.Buy: build.Append("\n"); build.Append("<color=yellow>"); build.Append("买价: " + item.buyPrice); build.Append("</color>"); break; case ShowPrice.Sell: build.Append("\n"); build.Append("<color=white>"); build.Append("卖价: " + item.sellPrice); build.Append("</color>"); break; } txt.text = build.ToString(); }
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); }