英雄面板属性加密
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@ -467,15 +467,6 @@ GConst.MATCH_ATTACK_NAME = {
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[5] = "atk_purple",
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}
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GConst.ATTR_TYPE = {
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hp = 1,
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atk_red = 2,
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atk_yellow = 3,
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atk_green = 4,
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atk_blue = 5,
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atk_purple = 6
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}
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GConst.GAMEOBJECT_LAYER = {
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DEFAULT = CS.BF.Utils.NameToLayer("Default"),
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UI = CS.BF.Utils.NameToLayer("UI"),
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@ -1,5 +1,6 @@
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local BattleTeamEntity = require "app/userdata/battle/team/battle_team_entity"
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local BattleSkillEntity = require "app/userdata/battle/skill/battle_skill_entity"
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local ATTR_NAME = GConst.BattleConst.ATTR_NAME
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local BattleBaseData = class("BattleBaseData", BaseData)
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local SKILL_CFG = ConfigManager:getConfig("skill")
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@ -7,7 +8,6 @@ local BattleConst = GConst.BattleConst
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local BATTLE_GRID_ENTITY = require "app/userdata/battle/battle_grid_entity"
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local BATTLE_BOARD_SKILL_ENTITY = require "app/userdata/battle/skill/battle_board_skill_entity"
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local ATTR_TYPE = GConst.ATTR_TYPE
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local DEFAULT_FACTOR = BattleConst.DEFAULT_FACTOR
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local TIME_SPEED_LEVEL_0 = 0
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local TIME_SPEED_LEVEL_1 = 1
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@ -669,9 +669,8 @@ function BattleBaseData:initHeroData(formation)
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if formation then
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local skillCfg = ConfigManager:getConfig("skill")
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for matchType, heroEntity in pairs(formation) do
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local heroAttr = heroEntity:getAllAttr()
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local skillId = heroEntity:getBaseSkill()
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local hp = heroAttr[ATTR_TYPE.hp] // DEFAULT_FACTOR
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local hp = heroEntity:getAttrValue(ATTR_NAME.HP) // DEFAULT_FACTOR
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local unitData = {
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id = heroEntity:getCfgId(),
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modelId = heroEntity:getModelId(),
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@ -683,11 +682,11 @@ function BattleBaseData:initHeroData(formation)
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hp = hp,
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max_hp = hp,
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atk = 0,
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atk_red = heroAttr[ATTR_TYPE.atk_red] // DEFAULT_FACTOR,
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atk_yellow = heroAttr[ATTR_TYPE.atk_yellow] // DEFAULT_FACTOR,
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atk_green = heroAttr[ATTR_TYPE.atk_green] // DEFAULT_FACTOR,
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atk_blue = heroAttr[ATTR_TYPE.atk_blue] // DEFAULT_FACTOR,
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atk_purple = heroAttr[ATTR_TYPE.atk_purple] // DEFAULT_FACTOR,
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atk_red = heroEntity:getAttrValue(ATTR_NAME.ATK_RED) // DEFAULT_FACTOR,
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atk_yellow = heroEntity:getAttrValue(ATTR_NAME.ATK_YELLOW) // DEFAULT_FACTOR,
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atk_green = heroEntity:getAttrValue(ATTR_NAME.ATK_GREEN) // DEFAULT_FACTOR,
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atk_blue = heroEntity:getAttrValue(ATTR_NAME.ATK_BLUE) // DEFAULT_FACTOR,
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atk_purple = heroEntity:getAttrValue(ATTR_NAME.ATK_PURPLE) // DEFAULT_FACTOR,
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}
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}
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local skillInfo = skillCfg[skillId]
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@ -1,4 +1,5 @@
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local HeroEntity = class("HeroEntity", BaseData)
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local ATTR_NAME = GConst.BattleConst.ATTR_NAME
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function HeroEntity:ctor(cfgId, lv)
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self.id = cfgId
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@ -15,12 +16,13 @@ function HeroEntity:ctor(cfgId, lv)
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end
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function HeroEntity:initAttr()
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self.allAttr[GConst.ATTR_TYPE.hp] = 0
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self.allAttr[GConst.ATTR_TYPE.atk_red] = 0
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self.allAttr[GConst.ATTR_TYPE.atk_yellow] = 0
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self.allAttr[GConst.ATTR_TYPE.atk_green] = 0
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self.allAttr[GConst.ATTR_TYPE.atk_blue] = 0
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self.allAttr[GConst.ATTR_TYPE.atk_purple] = 0
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self:setAttrValue(ATTR_NAME.HP, 0)
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self:setAttrValue(ATTR_NAME.ATK, 0)
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self:setAttrValue(ATTR_NAME.ATK_RED, 0)
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self:setAttrValue(ATTR_NAME.ATK_YELLOW, 0)
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self:setAttrValue(ATTR_NAME.ATK_GREEN, 0)
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self:setAttrValue(ATTR_NAME.ATK_BLUE, 0)
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self:setAttrValue(ATTR_NAME.ATK_PURPLE, 0)
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end
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function HeroEntity:setLv(lv)
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@ -73,13 +75,13 @@ function HeroEntity:updateAttr()
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end
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function HeroEntity:updateBaseAttr()
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self.baseAttrOriginal[GConst.ATTR_TYPE.hp] = self:getCfgHp()
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk_red] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk_yellow] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk_green] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk_blue] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk_purple] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE[GConst.MATCH_ATTACK_NAME[self.config.position]]] = self:getCfgAtk()
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self.baseAttrOriginal[ATTR_NAME.HP] = self:getCfgHp()
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self.baseAttrOriginal[ATTR_NAME.ATK_RED] = 0
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self.baseAttrOriginal[ATTR_NAME.ATK_YELLOW] = 0
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self.baseAttrOriginal[ATTR_NAME.ATK_GREEN] = 0
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self.baseAttrOriginal[ATTR_NAME.ATK_BLUE] = 0
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self.baseAttrOriginal[ATTR_NAME.ATK_PURPLE] = 0
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self.baseAttrOriginal[GConst.MATCH_ATTACK_NAME[self.config.position]] = self:getCfgAtk()
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end
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function HeroEntity:getCfgHp(lv)
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@ -116,16 +118,27 @@ end
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function HeroEntity:updateAllAttr()
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for k, v in pairs(self.baseAttrOriginal) do
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self.allAttr[k] = v
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self:setAttrValue(k, v)
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end
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end
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function HeroEntity:setAttrValue(name, value)
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self.allAttr[name] = GFunc.encryptNumber(value or 0)
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end
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function HeroEntity:getAttrValue(name)
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if not self.allAttr[name] then
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return 0
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end
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return GFunc.decryptNumber(self.allAttr[name])
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end
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function HeroEntity:getAtk()
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return self.allAttr[GConst.ATTR_TYPE.atk] or 0
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return self:getAttrValue(GConst.BattleConst.ATTR_NAME.ATK)
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end
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function HeroEntity:getHp()
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return self.allAttr[GConst.ATTR_TYPE.hp] or 0
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return self:getAttrValue(GConst.BattleConst.ATTR_NAME.HP)
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end
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function HeroEntity:setDirty()
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