public static void CreateGongfaItem(GongfaStaticData gongfa, List <ItemStaticData> item_list, ItemSubType sub_type) { StringBuilder des = new StringBuilder(); if (gongfa is HeartGongfaStaticData) { HeartGongfaStaticData gf = (HeartGongfaStaticData)gongfa; des.AppendFormat("道点消耗:{0}", gf.need_daodian); } else if (gongfa is SkillGongfaStaticData) { SkillGongfaStaticData gf = (SkillGongfaStaticData)gongfa; des.AppendFormat("技能冷却:{0}", gf.cool); des.AppendLine(); des.AppendFormat("施法消耗:{0}", gf.cost); } des.AppendLine(); des.AppendLine("——————————————————"); bool isSkill = true; for (int i = 0; i < gongfa.attr_id.Length; i++) { var attr_id = gongfa.attr_id[i]; GongfaAttrData main_attr_data = GongfaAttrConfig.GetAttrConfig(attr_id); if (!main_attr_data.isSkill && isSkill) { isSkill = false; des.AppendLine("<color=#E28225FF>装备后可获得以下属性</color>"); } if (isSkill) { des.AppendLine(DesFormat(main_attr_data.des, gongfa.attr_value[i])); } else { des.AppendLine(" " + DesFormat(main_attr_data.des, gongfa.attr_value[i])); } } des.AppendLine("——————————————————"); for (int i = 0; i < gongfa.ex_id.Length; i++) { GongfaAttrData congfa_attr_data = GongfaAttrConfig.GetAttrConfig(gongfa.ex_id[i]); des.AppendFormat(" <size=10>{1}</size>:<color=#{0}>", GameConst.item_color_str[gongfa.ex_color[i]], GameConst.attr_level_name[i]); des.Append(DesFormat(congfa_attr_data.des, gongfa.ex_values[i])); des.AppendLine("</color>"); } des.AppendLine("——————————————————"); if (gongfa.attr_condition[0].Length == 1) { RoleAttrConfig[] attribute_config = RoleAttrConfigData.GetAttrConfig(); des.AppendFormat("学习条件:{0}达到{1}", attribute_config[(int)gongfa.attr_condition[0][0]].name, gongfa.value_condition[0]); } else { des.AppendFormat("任意一项战斗资质达到{0}", gongfa.value_condition[0]); } int item_static_id = item_list.Count; var item = new ItemStaticData() { id = item_static_id, type = ItemType.Gongfa, sub_ype = sub_type, price = gongfa.price, maxcount = 1, param = new int[] { gongfa.id }, name = gongfa.name, icon = ItemSubType.Magic - sub_type, color = gongfa.color, level = gongfa.level, des = des.ToString(), attributes = null, attr_values = null, }; item_list.Add(item); }
/// <summary> /// 更新属性 重新计算装备增加的属性 /// </summary> public void UpdateAttr() { int count = attribute.Length; if (definitive_attribute == null || definitive_max_attribute == null) { definitive_attribute = new int[count]; definitive_max_attribute = new int[count]; for (int i = 0; i < count; i++) { definitive_attribute[i] = attribute[i]; definitive_max_attribute[i] = max_attribute[i]; } } int old_ride = GetAttr(RoleAttribute.ride_id); int new_ride = -1; // 记录更新属性 int[] max_value = new int[count]; for (int i = 0; i < count; i++) { max_value[i] = max_attribute[i]; } // 计算装备增加的属性 for (int i = 0; i < equip_items.Length; i++) { int item_id = equip_items[i]; if (item_id == -1) { continue; } ItemData item = GameData.instance.all_item[item_id]; ItemStaticData static_data = GameData.instance.item_static_data[item.static_id]; for (int j = 0; j < static_data.attributes.Length; j++) { int attr = (int)static_data.attributes[j]; max_value[attr] += static_data.attr_values[j]; } if (static_data.sub_ype == ItemSubType.Ride) { new_ride = static_data.param[0]; } } // 计算功法加的属性 int daodian = 0; // 记录功法使用的道点 List <GongfaData> gongfas = new List <GongfaData>(heart_gongfa); gongfas.Add(attack_gongfa); gongfas.Add(skill_gongfa); gongfas.Add(body_gongfa); gongfas.Add(magic_gongfa); for (int i = 0; i < gongfas.Count; i++) { GongfaData gongfa = gongfas[i]; if (gongfa != null) { GongfaStaticData static_gongfa = GetGongfaStaticData(gongfa); for (int j = 0; j < static_gongfa.attr_id.Length; j++) { GongfaAttrData attr_data = GongfaAttrConfig.GetAttrConfig(static_gongfa.attr_id[j]); if (!attr_data.isSkill) { int value = gongfa.attr_value[j][0]; max_value[(int)attr_data.attr] += value; } } for (int j = 0; j < static_gongfa.ex_id.Length; j++) { GongfaAttrData attr_data = GongfaAttrConfig.GetAttrConfig(static_gongfa.ex_id[j]); if (!attr_data.isSkill) { int value = gongfa.ex_values[j][0]; max_value[(int)attr_data.attr] += value; } } if (static_gongfa is HeartGongfaStaticData) { daodian += ((HeartGongfaStaticData)static_gongfa).need_daodian; } } } RoleAttrConfig[] attribute_config = RoleAttrConfigData.GetAttrConfig(); for (int i = 0; i < count; i++) { float rate = definitive_attribute[i] == definitive_attribute[i] ? 1 : definitive_attribute[i] * 1f / definitive_max_attribute[i]; if (attribute_config[i].type == RoleAttrShowType.FixedMinMax) { definitive_max_attribute[i] = max_value[i]; continue; } else if (attribute_config[i].type != RoleAttrShowType.MinMax) { rate = 1; } definitive_max_attribute[i] = max_value[i]; definitive_attribute[i] = (int)(max_value[i] * rate); } definitive_attribute[(int)RoleAttribute.daodian] = daodian; // 修改当前使用的道点 EventManager.SendEvent(EventTyp.AttrChange, this); // 通知属性变更 if (old_ride != new_ride) { SetAttrebuteValue(RoleAttribute.ride_id, new_ride); EventManager.SendEvent(EventTyp.ChangeRide, this); // 通知坐骑变更 } }