敌方属性计算

This commit is contained in:
puxuan 2025-09-23 19:55:35 +08:00
parent fa6e612330
commit d4089cb823
12 changed files with 1042 additions and 99 deletions

View File

@ -13,6 +13,7 @@ function DataManager:init()
self:initManager("ArenaData", "app/userdata/arena/arena_data")
self:initManager("CollectionData", "app/userdata/collection/collection_data")
self:initManager("HeroData", "app/userdata/hero/hero_data")
self:initManager("HeroDataOther", "app/userdata/hero/hero_data_other")
self:initManager("BagData", "app/userdata/bag/bag_data")
self:initManager("EquipData", "app/userdata/equip/equip_data")
self:initManager("SkinData", "app/userdata/skin/skin_data")
@ -156,9 +157,9 @@ function DataManager:initWithServerData(data)
self.PlayerData:init(data)
self.ChapterData:init(data.chapter)
self.DailyChallengeData:init(data.chapter_daily_challenge)
self.DungeonData:initDungeonGold(data.chapter_gold_challenge)
self.DungeonData:initDungeonShards(data.chapter_shards_challenge)
self.FormationData:init(data.fight_info)
-- self.DungeonData:initDungeonGold(data.chapter_gold_challenge)
-- self.DungeonData:initDungeonShards(data.chapter_shards_challenge)
self.FormationData:init(data.formations)
self.EquipData:init(data.equip)
self.SkinData:init(data.bag.skins)
self.TalentData:init(data.talent)

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@ -1770,18 +1770,46 @@ end
-- info = {array_heroes, heroes_equips, skins, heroes_runes} -- 服务器返回的数据
function GFunc.formatPlayerFormationInfo(info)
local formation = {}
if not info.array_heroes then
if not info.heroes then
return formation
end
for index, info in ipairs(info.array_heroes) do
-- 天赋
if info.talent then
local TalentCfg = ConfigManager:getConfig("talent")
local allAttr = {}
for id = 1, #TalentCfg do
local cfg = TalentCfg[id]
local lv = info.talent[id] or 0
if lv and lv > 0 and cfg.attr then
for _, v in ipairs(cfg.attr) do
allAttr[v.type] = (allAttr[v.type] or 0) + v.num
end
end
end
-- 处理全局属性
local attr = {}
attr[GConst.ALL_ATTR.ATTR_ATK_ALL] = allAttr[GConst.ALL_ATTR.ATTR_ATK_ALL]
attr[GConst.ALL_ATTR.ATTR_HP_ALL] = allAttr[GConst.ALL_ATTR.ATTR_HP_ALL]
attr[GConst.ALL_ATTR.ATTR_DMGDEC_ALL] = allAttr[GConst.ALL_ATTR.ATTR_DMGDEC_ALL]
attr[GConst.ALL_ATTR.ATTR_CRIT_ALL] = allAttr[GConst.ALL_ATTR.ATTR_CRIT_ALL]
attr[GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL] = allAttr[GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL]
attr[GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL] = allAttr[GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL]
attr[GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL] = allAttr[GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL]
attr[GConst.ALL_ATTR.ATTR_ATKP_ALL] = allAttr[GConst.ALL_ATTR.ATTR_ATKP_ALL]
DataManager.HeroDataOther:setTalentAttr(attr)
end
for index, info in ipairs(info.heroes) do
if DataManager.HeroData:isExistHeroById(info.id) then
local heroEntity = DataManager.HeroData:getEntity(info)
local heroEntity = DataManager.HeroDataOther:getEntity(info)
formation[heroEntity:getMatchType()] = heroEntity
end
end
if not info.heroes_equips then
info.heroes_equips = {}
if not info.equips then
info.equips = {}
end
if not info.skins then
info.skins = {}
@ -1790,6 +1818,11 @@ function GFunc.formatPlayerFormationInfo(info)
info.heroes_runes = {}
end
-- 有全局的属性 需要在最后重新计算
for _, entity in pairs(formation) do
entity:setAttrDirty()
end
-- for matchType, heroEntity in pairs(formation) do
-- local heroId = heroEntity:getCfgId()

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@ -100,15 +100,18 @@ BattleConst.IS_PVP_BATTLE = {
[BattleConst.BATTLE_TYPE.ACT_PVP] = true,
}
-- // 1 主线 2 每日挑战 3 日常副本 4 竞技场进攻 5 竞技场防守
-- 编队
BattleConst.FORMATION_TYPE = {
STAGE = "1",-- 主线章节
ARENA_ATTACK = "2",-- 竞技场进攻
ARENA_DEFEND = "3",-- 竞技场防守
DUNGEON_WEAPON = "4", -- 武器副本
DUNGEON_ARMOR = "5", -- 支线副本
BOSS_RUSH = "6", -- boss rush
DUNGEON_RUNE = "7", -- 符文副本
DAILY_CHALLENGE = "2",-- 每日挑战
DUNGEON = "3",-- 日常副本
ARENA_ATTACK = "4",-- 竞技场进攻
ARENA_DEFEND = "5",-- 竞技场防守
DUNGEON_WEAPON = "41", -- 武器副本
DUNGEON_ARMOR = "51", -- 支线副本
BOSS_RUSH = "61", -- boss rush
DUNGEON_RUNE = "71", -- 符文副本
}
BattleConst.TYPEOF_LUA_COMP = {

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@ -14,7 +14,7 @@ end
function FormationManager:upHeroToStageFormationFinish(result)
if result.err_code == GConst.ERROR_STR.SUCCESS then
DataManager.FormationData:init(result)
DataManager.FormationData:initStage(result)
DataManager.HeroData:setDirty()
local data = {}

View File

@ -61,12 +61,14 @@ function ArenaFormationUI:onLoadRootComplete()
uiMap["arena_formation_ui.banner.btn_attack"]:addClickListener(function()
self.formationType = GConst.BattleConst.FORMATION_TYPE.ARENA_ATTACK
self:onRefresh()
self.heroComp:hideLargeHeroCell()
end)
self.selectDefend = uiMap["arena_formation_ui.banner.btn_defend.img_select"]
uiMap["arena_formation_ui.banner.btn_defend.tx_desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_9))
uiMap["arena_formation_ui.banner.btn_defend"]:addClickListener(function()
self.formationType = GConst.BattleConst.FORMATION_TYPE.ARENA_DEFEND
self:onRefresh()
self.heroComp:hideLargeHeroCell()
end)
local heroUI = uiMap["arena_formation_ui.hero_ui"]

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@ -288,6 +288,10 @@ function HeroComp:refreshScrollRect()
end
end
function HeroComp:hideLargeHeroCell()
self.largeHeroCell:getBaseObject():setAnchoredPositionX(OUT_SCREEN_X)
end
function HeroComp:onClickHero(cell, heroId)
if not cell or not heroId then
self.largeHeroCell:getBaseObject():setAnchoredPositionX(OUT_SCREEN_X)

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@ -1171,11 +1171,11 @@ function MainCityUI:checkTutorial(onlyCheck)
end
end
if DataManager.DungeonData:isOpenAnyone() then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.UNLOCK_DUNGEON, onlyCheck) then
return true
end
end
-- if DataManager.DungeonData:isOpenAnyone() then
-- if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.UNLOCK_DUNGEON, onlyCheck) then
-- return true
-- end
-- end
if DataManager.ArenaData:isOpen() then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.UNLOCK_ARENA, onlyCheck) then
@ -1183,23 +1183,23 @@ function MainCityUI:checkTutorial(onlyCheck)
end
end
if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.EQUIP_WEAPON) then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.WEAPON_DUNGEON, onlyCheck) then
return true
end
end
-- if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.EQUIP_WEAPON) then
-- if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.WEAPON_DUNGEON, onlyCheck) then
-- return true
-- end
-- end
if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.EQUIP_ARMOR) then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.ARMOR_DUNGEON, onlyCheck) then
return true
end
end
-- if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.EQUIP_ARMOR) then
-- if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.ARMOR_DUNGEON, onlyCheck) then
-- return true
-- end
-- end
if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.RUNES_OPEN) then
if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.RUNE_DUNGEON, onlyCheck) then
return true
end
end
-- if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.RUNES_OPEN) then
-- if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.RUNE_DUNGEON, onlyCheck) then
-- return true
-- end
-- end
end
-- 检查礼包(首充(作废)/入门/章节/新手/助力/成长/金币顺序)

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@ -5,27 +5,46 @@ function FormationData:ctor()
self.formations = {}
end
-- 初始化主线阵容
-- 初始化阵容
function FormationData:init(data)
if self.formations == nil then
self.formations = {}
data = data or {}
self.formations = self.formations or {}
for i = 1, 5 do
if data[i] and data[i].heroes then
local clientFormation = {}
for matchType, heroId in pairs(data[i].heroes) do
clientFormation[tonumber(matchType)] = heroId
end
self.formations[tostring(i)] = clientFormation
else
self.formations[tostring(i)] = {0,0,0,0,0}
end
end
self:setDirty()
end
if data and data.heroes then
-- 初始化主线阵容
function FormationData:initStage(data)
data = data or {}
self.formations = self.formations or {}
if data.heroes then
local clientFormation = {}
for matchType, heroId in pairs(data.heroes) do
clientFormation[tonumber(matchType)] = heroId
end
self.formations[GConst.BattleConst.FORMATION_TYPE.STAGE] = clientFormation
else
self.formations[GConst.BattleConst.FORMATION_TYPE.STAGE] = {0,0,0,0,0}
end
self:setDirty()
end
-- 初始化竞技场阵容
function FormationData:initArena(attack, defend)
if self.formations == nil then
self.formations = {}
end
self.formations = self.formations or {}
-- 位置顺序特殊处理
self.formations[GConst.BattleConst.FORMATION_TYPE.ARENA_ATTACK] = {0,0,0,0,0}
@ -46,33 +65,33 @@ function FormationData:initArena(attack, defend)
self:setDirty()
end
function FormationData:initDungeonWeapon(heroes)
if self.formations == nil then
self.formations = {}
end
-- function FormationData:initDungeonWeapon(heroes)
-- if self.formations == nil then
-- self.formations = {}
-- end
self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON] = {}
for idx, id in pairs(heroes) do
if id and id ~= 0 then
local matchType = DataManager.HeroData:getHeroById(id):getMatchType()
self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON][matchType] = id
end
end
end
-- self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON] = {}
-- for idx, id in pairs(heroes) do
-- if id and id ~= 0 then
-- local matchType = DataManager.HeroData:getHeroById(id):getMatchType()
-- self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON][matchType] = id
-- end
-- end
-- end
function FormationData:initDungeonArmor(heroes)
if self.formations == nil then
self.formations = {}
end
-- function FormationData:initDungeonArmor(heroes)
-- if self.formations == nil then
-- self.formations = {}
-- end
self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR] = {}
for idx, id in pairs(heroes) do
if id and id ~= 0 then
local matchType = DataManager.HeroData:getHeroById(id):getMatchType()
self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR][matchType] = id
end
end
end
-- self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR] = {}
-- for idx, id in pairs(heroes) do
-- if id and id ~= 0 then
-- local matchType = DataManager.HeroData:getHeroById(id):getMatchType()
-- self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR][matchType] = id
-- end
-- end
-- end
function FormationData:initFormationByType(formationType, heroes)
if self.formations == nil then
@ -100,41 +119,41 @@ function FormationData:getArenaDefendFormation()
return self:getFormation(GConst.BattleConst.FORMATION_TYPE.ARENA_DEFEND)
end
function FormationData:getDungeonWeaponFormation()
local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON)
if table.nums(formation) <= 0 then
self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON)
end
return formation
end
-- function FormationData:getDungeonWeaponFormation()
-- local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON)
-- if table.nums(formation) <= 0 then
-- self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
-- formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON)
-- end
-- return formation
-- end
function FormationData:getDungeonArmorFormation()
local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR)
if table.nums(formation) <= 0 then
self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR)
end
return formation
end
-- function FormationData:getDungeonArmorFormation()
-- local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR)
-- if table.nums(formation) <= 0 then
-- self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
-- formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR)
-- end
-- return formation
-- end
function FormationData:getBossRushFormation()
local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH)
if table.nums(formation) <= 0 then
self:setFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH)
end
return formation
end
-- function FormationData:getBossRushFormation()
-- local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH)
-- if table.nums(formation) <= 0 then
-- self:setFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
-- formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH)
-- end
-- return formation
-- end
function FormationData:getDungeonRuneFormation()
local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE)
if table.nums(formation) <= 0 then
self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE)
end
return formation
end
-- function FormationData:getDungeonRuneFormation()
-- local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE)
-- if table.nums(formation) <= 0 then
-- self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
-- formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE)
-- end
-- return formation
-- end
function FormationData:getFormation(formationType)
local formation = self.formations[formationType]

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@ -0,0 +1,60 @@
local HeroEntity = require "app/userdata/hero/hero_entity_other"
local HeroDataOther = class("HeroDataOther", BaseData)
function HeroDataOther:ctor()
self.allAtkpAttr = {}
self.allAtkpAttrByHero = {}
self.allAtkpAttrByTalent = {}
end
function HeroDataOther:clear()
self.allAtkpAttr = {}
self.allAtkpAttrByHero = {}
self.allAtkpAttrByTalent = {}
end
function HeroDataOther:getEntity(heroStruct)
return HeroEntity:create(heroStruct.id, heroStruct.level, heroStruct.skin, heroStruct.star)
end
function HeroDataOther:getMatchType(heroId)
return DataManager.HeroData:getHeroConfig(heroId).position
end
-- region 属性相关
function HeroDataOther:getAttrByMatchType(matchType, attrType)
self.allAtkpAttr[matchType] = self.allAtkpAttr[matchType] or {}
return self.allAtkpAttr[matchType][attrType] or 0
end
function HeroDataOther:setHeroAttr(heroId, attr)
self.allAtkpAttrByHero[heroId] = attr
self:calcAttr()
end
function HeroDataOther:setTalentAttr(attr)
self.allAtkpAttrByTalent = attr
self:calcAttr()
end
function HeroDataOther:calcAttr()
self.allAtkpAttr = {}
for heroId, attrs in pairs(self.allAtkpAttrByHero) do
-- self.baseAttrOriginal[ATTR_NAME.ATK_RED] = 0
local matchType = self:getMatchType(heroId)
self.allAtkpAttr[matchType] = self.allAtkpAttr[matchType] or {}
for k,v in pairs(attrs) do
self.allAtkpAttr[matchType][k] = (self.allAtkpAttr[matchType][k] or 0) + v
end
end
for k, v in pairs(self.allAtkpAttrByTalent) do
for matchType = 1, 5 do
self.allAtkpAttr[matchType] = self.allAtkpAttr[matchType] or {}
self.allAtkpAttr[matchType][k] = (self.allAtkpAttr[matchType][k] or 0) + v
end
end
end
-- endregion
return HeroDataOther

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@ -0,0 +1,10 @@
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@ -0,0 +1,801 @@
local HeroEntity = class("HeroEntity", BaseData)
local ATTR_NAME = GConst.BattleConst.ATTR_NAME
function HeroEntity:ctor(cfgId, lv, skin, star)
self.cfgId = cfgId
self.data.isDirty = false
self.data.lv = lv
self.data.skin = skin
self.data.star = star or 0
self.config = ConfigManager:getConfig("hero")[self.cfgId]
self.beginLv = 1 -- 激活等级
self.isNew = false
self.baseAttrOriginal = {}
self.starAttr = {}
self.skinAttr = {}
self.allBaseAttr = {}
self.allAttr = {}
self.attrDirty = true
self.attrBaseDirty = true
end
-- region 属性
function HeroEntity:initAttr()
self.allBaseAttr[ATTR_NAME.HP] = 0
self.allBaseAttr[ATTR_NAME.ATK] = 0
self.allBaseAttr[ATTR_NAME.ATK_RED] = 0
self.allBaseAttr[ATTR_NAME.ATK_YELLOW] = 0
self.allBaseAttr[ATTR_NAME.ATK_GREEN] = 0
self.allBaseAttr[ATTR_NAME.ATK_BLUE] = 0
self.allBaseAttr[ATTR_NAME.ATK_PURPLE] = 0
self.allBaseAttr[ATTR_NAME.DMGDEC] = 0
self:_updateAllBaseAttr()
end
function HeroEntity:onBaseAttrChange()
self:_updateBaseAttr()
self:_updateTotalAttr()
self:setDirty()
end
function HeroEntity:onStarAttrChange()
self:_updateStarAttr()
self:_updateTotalAttr()
self:setDirty()
end
function HeroEntity:onSkinAttrChange()
self:_updateSkinAttr()
self:_updateTotalAttr()
self:setDirty()
end
function HeroEntity:setDirty()
self.data.isDirty = not self.data.isDirty
end
function HeroEntity:setAttrDirty()
self.attrDirty = true
end
function HeroEntity:setBaseAttrDirty()
self.attrBaseDirty = true
end
function HeroEntity:getAllAttr()
if self.attrDirty == true then
self.attrDirty = false
self:_updateAllAttr()
end
return self.allAttr
end
-- 更新所有属性(包括其他英雄的加成)
function HeroEntity:_updateAllAttr()
self.allAttr = {}
self.allBaseAttr = self:_getAllBaseAttr()
for k, v in pairs(self.allBaseAttr) do
self.allAttr[k] = v
end
-- GConst.ALL_ATTR = {
-- ATTR_ATK_ALL = "atk_all", -- 全体英雄攻击(固定值)
-- ATTR_HP_ALL = "attr_hp_all", -- 全体英雄生命(固定值)
-- ATTR_DMGDEC_ALL = "attr_dmgdec_all", -- 全体减伤(固定值)
-- ATTR_CRIT_ALL = "attr_crit_all", -- 全体暴击率
-- ATTR_CRIT_TIME_ALL = "attr_crit_time_all", -- 全体暴击伤害
-- ATTR_NORMAL_HURTP_ALL = "attr_normal_hurtp_all",-- 全体普攻增伤(百分比)
-- ATTR_SKILL_HURTP_ALL = "attr_skill_hurtp_all", -- 全体技能增伤(百分比)
-- ATTR_ATKP_ALL = "attr_atkp_all", -- 全体攻击(百分比)
-- }
-- 同属性通用加成
self.allAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] = nil
self.allAttr[GConst.ALL_ATTR.ATTR_ATK_ALL] = nil
self.allAttr[GConst.ALL_ATTR.ATTR_HP_ALL] = nil
self.allAttr[GConst.ALL_ATTR.ATTR_DMGDEC_ALL] = nil
self.allAttr[GConst.ALL_ATTR.ATTR_CRIT_ALL] = nil
self.allAttr[GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL] = nil
self.allAttr[GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL] = nil
self.allAttr[GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL] = nil
self.allAttr[GConst.ALL_ATTR.ATTR_ATKP_ALL] = nil
-- 攻击力(百分比)
local atkType = GConst.MATCH_ATTACK_NAME[self:getMatchType()]
local allAtk = DataManager.HeroDataOther:getAttrByMatchType(self:getMatchType(), GConst.ALL_ATTR.ATTR_ATK_ALL)
local atkpType = GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]
local allFactorValue = DataManager.HeroDataOther:getAttrByMatchType(self:getMatchType(), atkpType)
local factorValue = self.allAttr[GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()]] or 0
local allAtkP = self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_ATKP_ALL)
local atk = self.allAttr[atkType] + allAtk
self.allAttr[atkType] = math.floor(atk * (1 + (factorValue + allFactorValue + allAtkP) / GConst.DEFAULT_FACTOR) + 0.0000001)
self.allAttr[GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()]] = nil
-- 生命(百分比)
local hpType = GConst.MATCH_HP_NAME[self:getMatchType()]
local allHp = DataManager.HeroDataOther:getAttrByMatchType(self:getMatchType(), GConst.ALL_ATTR.ATTR_HP_ALL)
local factorValue = self.allAttr[GConst.MATCH_HP_ADD_NAME[self:getMatchType()]] or 0
local hp = self.allAttr[hpType] + allHp
self.allAttr[hpType] = math.floor(hp * (1 + factorValue / GConst.DEFAULT_FACTOR) + 0.0000001)
self.allAttr[GConst.MATCH_HP_ADD_NAME[self:getMatchType()]] = nil
self.allAttr[ATTR_NAME.DMGDEC] = (self.allAttr[ATTR_NAME.DMGDEC] or 0) + self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_DMGDEC_ALL)
self.allAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_CRIT_ALL)
self.allAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL)
self.allAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL)
self.allAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL)
self:calcPower()
end
function HeroEntity:getGlobalAttrByType(attrType)
return DataManager.HeroDataOther:getAttrByMatchType(self:getMatchType(), attrType) or 0
end
function HeroEntity:_getAllBaseAttr()
if self.attrBaseDirty == true then
self.attrBaseDirty = false
self:_updateAllBaseAttr()
end
return self.allBaseAttr
end
-- 更新所有属性(自己)
function HeroEntity:_updateAllBaseAttr()
self:_updateBaseAttr()
self:_updateStarAttr()
self:_updateSkinAttr()
self:_updateTotalAttr()
-- 处理全局属性
local attr = {}
if self.allBaseAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] ~= nil then
attr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] = self.allBaseAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]]
end
attr[GConst.ALL_ATTR.ATTR_ATK_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_ATK_ALL]
attr[GConst.ALL_ATTR.ATTR_HP_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_HP_ALL]
attr[GConst.ALL_ATTR.ATTR_DMGDEC_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_DMGDEC_ALL]
attr[GConst.ALL_ATTR.ATTR_CRIT_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_CRIT_ALL]
attr[GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL]
attr[GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL]
attr[GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL]
attr[GConst.ALL_ATTR.ATTR_ATKP_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_ATKP_ALL]
DataManager.HeroDataOther:setHeroAttr(self:getCfgId(), attr)
end
-- 更新英雄基础属性
function HeroEntity:_updateBaseAttr()
self.baseAttrOriginal[ATTR_NAME.HP] = self:getCfgHp()
self.baseAttrOriginal[ATTR_NAME.ATK_RED] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_YELLOW] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_GREEN] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_BLUE] = 0
self.baseAttrOriginal[ATTR_NAME.ATK_PURPLE] = 0
self.baseAttrOriginal[GConst.MATCH_ATTACK_NAME[self.config.position]] = self:getCfgAtk()
end
-- 更新皮肤属性
function HeroEntity:_updateStarAttr()
self.starAttr = {}
for i = 1, self.data.star do
local attr = self:getStarAttrCfg()[i]
self.starAttr[attr.type] = attr.num
end
end
function HeroEntity:getStarAttr()
return self.starAttr
end
-- 更新皮肤属性
function HeroEntity:_updateSkinAttr()
self.skinAttr = {}
-- local hp = DataManager.SkinData:getHp(self)
-- local atk = DataManager.SkinData:getAttack(self)
-- local normalHurt = DataManager.SkinData:getNormalHurt(self)
-- local skillHurt = DataManager.SkinData:getSkillHurt(self)
-- local critPer = DataManager.SkinData:getCritPercent(self)
-- local critHurtPer = DataManager.SkinData:getCritHurtPercent(self)
-- local normalHurtPer = DataManager.SkinData:getNormalHurtPercent(self)
-- local skillHurtPer = DataManager.SkinData:getSkillHurtPercent(self)
-- local healPer = DataManager.SkinData:getHealPercent(self)
-- self.skinAttr[GConst.MATCH_HP_NAME[self:getMatchType()]] = hp
-- self.skinAttr[GConst.MATCH_ATTACK_NAME[self:getMatchType()]] = atk
-- self.skinAttr[GConst.MATCH_NORMAL_HURT_NAME[self:getMatchType()]] = normalHurt
-- self.skinAttr[GConst.MATCH_SKILL_HURT_NAME[self:getMatchType()]] = skillHurt
-- self.skinAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] = critPer
-- self.skinAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] = critHurtPer
-- self.skinAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] = normalHurtPer
-- self.skinAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] = skillHurtPer
-- self.skinAttr[GConst.MATCH_CURED_NAME[self:getMatchType()]] = healPer
-- if EDITOR_MODE then
-- local printStr = ""
-- printStr = printStr .. "更新皮肤数值:"..self:getCfgId() .. "\n"
-- printStr = printStr .. "生命:".. hp .. "\n"
-- printStr = printStr .. "攻击力:".. atk .. "\n"
-- printStr = printStr .. "普攻增伤:".. normalHurt .. "\n"
-- printStr = printStr .. "技能增伤:".. skillHurt .. "\n"
-- printStr = printStr .. "暴击率:".. critPer .. "\n"
-- printStr = printStr .. "暴击伤害百分比:".. critHurtPer .. "\n"
-- printStr = printStr .. "普攻增伤百分比:".. normalHurtPer .. "\n"
-- printStr = printStr .. "技能增伤百分比:".. skillHurtPer .. "\n"
-- printStr = printStr .. "治疗加成百分比:".. healPer .. "\n"
-- Logger.logHighlight(printStr)
-- end
end
-- 更新总属性
function HeroEntity:_updateTotalAttr()
self.allBaseAttr = {}
for k, v in pairs(self.baseAttrOriginal) do
self.allBaseAttr[k] = (self.allBaseAttr[k] or 0) + v
end
for k, v in pairs(self.starAttr) do
self.allBaseAttr[k] = (self.allBaseAttr[k] or 0) + v
end
for k, v in pairs(self.skinAttr) do
self.allBaseAttr[k] = (self.allBaseAttr[k] or 0) + v
end
end
function HeroEntity:getTotalAttrValue(name)
local attr = self:getAllAttr()
return attr[name] or 0
end
function HeroEntity:getAtk()
local attr = self:getAllAttr()
return attr[GConst.MATCH_ATTACK_NAME[self:getMatchType()]]
end
function HeroEntity:getHp()
local attr = self:getAllAttr()
return attr[GConst.MATCH_HP_NAME[self:getMatchType()]]
end
function HeroEntity:getCfgHp(lv)
lv = lv or self.data.lv
if lv > self:getMaxLv() then
lv = self:getMaxLv()
end
if self.config and self.config.hp then
return self.config.hp[lv] or 0
end
return 0
end
function HeroEntity:getCfgAtk(lv)
lv = lv or self.data.lv
if lv > self:getMaxLv() then
lv = self:getMaxLv()
end
if self.config and self.config.atk then
return self.config.atk[lv] or 0
end
return 0
end
-- endregion
-- region 基础
function HeroEntity:setLv(lv, onlyChangeLv)
if not lv then
return
end
if self.data.lv == lv then
return
end
self.isNew = lv == 1
self.oldLv = self.data.lv
self.data.lv = lv
self:_updateAllBaseAttr()
self:setDirty()
self:setAttrDirty()
if not onlyChangeLv then
ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_HERO_LV_UP, lv)
EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.HERO_UPGRADE_SUCCESS, self:getCfgId())
end
end
function HeroEntity:getIsNew()
local isNew = self.isNew
self.isNew = false
return isNew
end
function HeroEntity:getLv()
return self.data.lv
end
function HeroEntity:getBeginLv()
return self.beginLv
end
function HeroEntity:isMaxLv()
return self.data.lv >= self:getMaxLv()
end
function HeroEntity:getMaxLv()
if not self.maxLv then
self.maxLv = ConfigManager:getConfigNum("hero_level")
end
return self.maxLv
end
function HeroEntity:getCurrMaxLv()
local cfg = ConfigManager:getConfig("hero_level")
local lv = self.data.lv
if lv <= 0 then
return 1
end
for i = self.data.lv, #cfg do
if cfg[i].star > self.data.star then
break
else
lv = i
end
end
return lv
end
function HeroEntity:getNextMaxLv()
local cfg = ConfigManager:getConfig("hero_level")
local lv = self.data.lv
for i = self.data.lv + 1, #cfg do
if self.data.star + 1 >= cfg[i].star then
lv = i
else
break
end
end
return lv
end
function HeroEntity:getNextLv()
local cfg = ConfigManager:getConfig("hero_level")
local lv = self.data.lv
for i = self.data.lv + 1, #cfg do
if self.data.star >= cfg[i].star then
lv = i
else
break
end
end
return lv
end
function HeroEntity:getIsCurLvMax()
if self:isMaxLv() then
return true
end
local cfg = ConfigManager:getConfig("hero_level")[self.data.lv + 1]
if not cfg then
return true
end
return self.data.star < cfg.star
end
function HeroEntity:canLvUp(showToast)
if self:isMaxLv() then
return false, GConst.HeroConst.CHECK_LV_UP_STATE.MAX_LV
end
if self:getIsCurLvMax() then
return false, GConst.HeroConst.CHECK_LV_UP_STATE.NEED_STAR
end
local cost = self:getLvUpMaterials()
if not cost then
return false, GConst.HeroConst.CHECK_LV_UP_STATE.NO_COST
end
local fragmentCost = cost[1] or 0
if not GFunc.checkCost(self:getFragmentId(), fragmentCost, showToast) then
return false, GConst.HeroConst.CHECK_LV_UP_STATE.FRAGMENT_NOT_ENOUGH
end
local goldCost = cost[2] or 0
if not GFunc.checkCost(self:getLvUpCostId(), goldCost, showToast) then
return false, GConst.HeroConst.CHECK_LV_UP_STATE.COIN_NOT_ENOUGH
end
return true, GConst.HeroConst.CHECK_LV_UP_STATE.SUCCESS
end
function HeroEntity:isUnlock()
if self:isActived() then
return true
else
if self:canLvUp() then
return true
end
end
return false
end
function HeroEntity:isActived()
return self.data.lv >= self:getBeginLv()
end
function HeroEntity:getLvUpMaterials()
local lv = self.data.lv + 1
if lv < self:getBeginLv() then
lv = self:getBeginLv()
end
local nextLvInfo = ConfigManager:getConfig("hero_level")[lv]
if not nextLvInfo then
return
end
-- local fieldName = "cost_" .. self:getQlt()
return nextLvInfo.cost
end
function HeroEntity:getLvUpLv()
local count = 0
local totalCost1 = 0
local totalCost2 = 0
local nextLv = self:getNextLv()
for i = 1, 5 do
if self.data.lv + i > nextLv then
break
end
local lv = self.data.lv + i
local nextLvInfo = ConfigManager:getConfig("hero_level")[lv]
if not nextLvInfo then
break
end
local fragmentCost = nextLvInfo.cost[1] or 0
local itemCost = nextLvInfo.cost[2] or 0
totalCost1 = totalCost1 + fragmentCost
totalCost2 = totalCost2 + itemCost
if not GFunc.checkCost(self:getFragmentId(), totalCost1, false) then
break
end
if not GFunc.checkCost(self:getLvUpCostId(), totalCost2, false) then
break
end
count = count + 1
end
return count + self.data.lv, count ~= 0
end
-- endregion
-- region 配置
function HeroEntity:getConfig()
return self.config
end
function HeroEntity:getModelId()
-- local skinModel = DataManager.SkinData:getModelId(self:getSkinId())
-- return skinModel or self.config.model_id
return self.config.model_id
end
function HeroEntity:getBaseSkill()
return self.config.base_skill
end
function HeroEntity:getHurtSkill()
return self.config.hurt_skill
end
function HeroEntity:getFragmentId()
return self.config.item_id
end
function HeroEntity:getIcon()
return self.config.icon
end
function HeroEntity:getHurtNum()
return self.config.hurt_num
end
function HeroEntity:getLvUpCostId()
return self.config.level_id
end
function HeroEntity:getCfgId()
return self.cfgId
end
function HeroEntity:getName()
return ModuleManager.HeroManager:getHeroName(self:getCfgId())
end
function HeroEntity:getDesc()
return ModuleManager.HeroManager:getHeroDesc(self:getCfgId())
end
function HeroEntity:getQlt()
return self.config.qlt
end
function HeroEntity:getMatchType()
return self.config.position
end
function HeroEntity:getStarUpCostId()
return self.config.star_id
end
function HeroEntity:getStarAttrCfg(star)
if star then
return self.config.star_attr[star]
end
return self.config.star_attr
end
function HeroEntity:getStarAttrTxt()
return self.config.star_txt
end
-- endregion
-- function HeroEntity:getActiveRogueCount()
-- local lvInfo = ConfigManager:getConfig("hero_level")[self.data.lv]
-- if not lvInfo then
-- return 0
-- end
-- --@TODO 123123
-- -- return lvInfo.unlock_skill
-- return 0
-- end
-- region 技能
function HeroEntity:getUnlockRogueId()
return self.config.rouge_skill
end
function HeroEntity:checkSkillUnlock()
if not self.oldLv then
return false
end
local needPop = false
local isUnlock = false
local skillIdx = 1
for i = 1, 4 do
local ids = self.config["rouge_skill_" .. i]
if ids then
for ii = #ids, 1, -1 do
if self.data.lv >= ids[ii][1] and self.oldLv < ids[ii][1] then
skillIdx = i
needPop = true
isUnlock = ii == 1
break
end
end
else
break
end
if needPop then
break
end
end
self.oldLv = nil
return needPop, isUnlock, skillIdx
end
function HeroEntity:getRogueSkillList()
if not self.rogueSkillList then
self.rogueSkillList = {}
local count = 1
while true do
local ids = self.config["rouge_skill_" .. count]
if ids then
for i = #ids, 1, -1 do
if self.data.lv >= ids[i][1] or i == 1 then
table.insert(self.rogueSkillList, ids[i])
break
end
end
else
break
end
count = count + 1
end
end
return self.rogueSkillList
end
function HeroEntity:getRogueSkillListByIdx(idx)
local ids = self.config["rouge_skill_" .. idx]
local lv = 0
if ids then
for i = #ids, 1, -1 do
if self.data.lv >= ids[i][1]then
lv = i
break
end
end
end
return ids, lv
end
function HeroEntity:getNextRougeLvUp(idx)
local ids = self.config["rouge_skill_" .. idx]
if ids then
for i,v in ipairs(ids) do
if self.data.lv < ids[i][1] then
return ids[i][1]
end
end
end
end
function HeroEntity:getActiveRogueSkills()
local list = {}
local count = 1
while true do
local ids = self.config["rouge_skill_" .. count]
if ids then
for i = #ids, 1, -1 do
if self.data.lv >= ids[i][1] then
table.insert(list, ids[i][2])
break
end
end
else
break
end
count = count + 1
end
return list
end
-- endregion
-- region 升星相关
function HeroEntity:getStar()
return self.data.star
end
function HeroEntity:getIsStarMax()
local nextLvInfo = ConfigManager:getConfig("hero_star")[self.data.star + 1]
if not nextLvInfo then
return true
end
return false
end
function HeroEntity:getStarUpMaterials()
local nextLvInfo = ConfigManager:getConfig("hero_star")[self.data.star + 1]
if not nextLvInfo then
return
end
local fieldName = "cost_" .. self:getQlt()
return nextLvInfo[fieldName]
end
function HeroEntity:canStarUp(showToast)
if self:getIsStarMax() then
return false, GConst.HeroConst.CHECK_LV_UP_STATE.MAX_LV
end
if not self:getIsCurLvMax() then
return false, GConst.HeroConst.CHECK_LV_UP_STATE.NEED_LV
end
local cost = self:getStarUpMaterials()
if not cost then
return false, GConst.HeroConst.CHECK_LV_UP_STATE.NO_COST
end
local fragmentCost = cost[1] or 0
if not GFunc.checkCost(self:getFragmentId(), fragmentCost, showToast) then
return false, GConst.HeroConst.CHECK_LV_UP_STATE.FRAGMENT_NOT_ENOUGH
end
local itemCost = cost[2] or 0
if not GFunc.checkCost(self:getStarUpCostId(), itemCost, showToast) then
return false, GConst.HeroConst.CHECK_LV_UP_STATE.COIN_NOT_ENOUGH
end
return true, GConst.HeroConst.CHECK_LV_UP_STATE.SUCCESS
end
function HeroEntity:onHeroStarUp()
self.data.star = self.data.star + 1
self:setBaseAttrDirty()
self:setDirty()
self:setAttrDirty()
end
function HeroEntity:getMaxStar()
return #self:getStarAttrCfg()
end
-- endregion
-- region 皮肤相关
-- 获取当前穿戴皮肤
function HeroEntity:getSkinId()
if self.data.skin == nil or self.data.skin == 0 then
return DataManager.SkinData:getOriginSkinId(self:getCfgId())
end
return self.data.skin
end
-- 穿戴皮肤
function HeroEntity:onChangeSkin(skinId)
self.data.skin = skinId
self:setDirty()
end
function HeroEntity:getSkins()
return self.unlockSkins
end
function HeroEntity:setSkins(skinIds)
self.unlockSkins = skinIds
self:getTotalAttrValue() -- 防止报错
self:onSkinAttrChange()
end
-- endregion
--@region 战力
function HeroEntity:setPowerDirty()
self.data.isPowerDirty = not self.data.isPowerDirty
end
function HeroEntity:getPower()
if not self.curPower or self.attrDirty then
self:getAllAttr()
end
return self.curPower
end
-- 计算战斗力
function HeroEntity:calcPower()
if self.lastPower then
self.lastPower = self.curPower
end
self.curPower = math.floor(self:_getAttrPower())
if not self.lastPower then
self.lastPower = self.curPower
end
if self.lastPower ~= self.curPower then
self:setPowerDirty()
end
end
function HeroEntity:_getAttrPower()
local power = 0
for attrName, attrNum in pairs(self:getAllAttr()) do
local cfg = GFunc.getAttrNameCfg()[attrName]
if cfg then
local realValue = attrNum
-- 特殊处理,玩家基础暴击伤害不算
if attrName == GConst.BattleConst.ATTR_NAME.CRIT_TIME then
realValue = attrNum - 15000
end
power = power + math.floor(realValue * cfg.power / GConst.DEFAULT_FACTOR + 0.0000001)
end
end
return power
end
--@endregion
--@region 红点
function HeroEntity:showRedPointEntrance()
return self:canLvUp() or self:canStarUp()
end
function HeroEntity:showRedPoint(page)
if page == GConst.HeroConst.PANEL_TYPE.HERO then
return self:canLvUp()
elseif page == GConst.HeroConst.PANEL_TYPE.STAR then
return self:canStarUp()
end
end
--@endregion
return HeroEntity

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