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.baseAttrOriginal = {} self.starAttr = {} self.skinAttr = {} self.allBaseAttr = {} self.allAttr = {} self.attrDirty = true self.attrBaseDirty = true end -- region 属性 function HeroEntity:initAttr() self:setTotalAttrValue(ATTR_NAME.HP, 0) self:setTotalAttrValue(ATTR_NAME.ATK, 0) self:setTotalAttrValue(ATTR_NAME.ATK_RED, 0) self:setTotalAttrValue(ATTR_NAME.ATK_YELLOW, 0) self:setTotalAttrValue(ATTR_NAME.ATK_GREEN, 0) self:setTotalAttrValue(ATTR_NAME.ATK_BLUE, 0) self:setTotalAttrValue(ATTR_NAME.ATK_PURPLE, 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 self.allAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] = nil -- 攻击力(百分比) local atkType = GConst.MATCH_ATTACK_NAME[self:getMatchType()] local atkpType = GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()] local factorValue = DataManager.HeroData:getAttrByMatchType(self:getMatchType(), atkpType) if factorValue > 0 then self.allAttr[atkType] = math.floor(self.allAttr[atkType] * (1 + factorValue / GConst.DEFAULT_FACTOR) + 0.0000001) end self:calcPower() 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() if self.allBaseAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] ~= nil then local attr = {} attr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] = self.allBaseAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] DataManager.HeroData:setHeroAttr(self:getCfgId(), attr) end 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:setTotalAttrValue(k, v) end for k, v in pairs(self.starAttr) do self:addTotalAttrValue(k, v) end for k, v in pairs(self.skinAttr) do self:addTotalAttrValue(k, v) end end function HeroEntity:setTotalAttrValue(name, value) -- Logger.logHighlight("set "..name..":"..value) self.allBaseAttr[name] = GFunc.encryptNumber(value or 0) end function HeroEntity:addTotalAttrValue(name, add) -- Logger.logHighlight("add "..name..":"..add) local before = self:getTotalAttrValue(name) self.allBaseAttr[name] = GFunc.encryptNumber(before + (add or 0)) end function HeroEntity:getTotalAttrValue(name) if table.nums(self.allBaseAttr) <= 0 then self:initAttr() end if not self.allBaseAttr[name] then return 0 end -- Logger.logHighlight("get "..name..":"..GFunc.decryptNumber(self.allBaseAttr[name])) return GFunc.decryptNumber(self.allBaseAttr[name]) end -- 获取总基础生命值(英雄+装备+皮肤) function HeroEntity:getTotalBaseHp() local result = self:isActived() and self:getCfgHp() or self:getCfgHp(self:getBeginLv()) result = result + DataManager.SkinData:getBaseHp(self) return result end -- 获取总基础攻击值(英雄+装备+皮肤) function HeroEntity:getTotalBaseAtk() local result = self:isActived() and self:getCfgAtk() or self:getCfgAtk(self:getBeginLv()) -- local logStr = self:getCfgId() .. "总基础攻击值:\n英雄:" .. result -- 武器 + 防具 -- for partName, partType in pairs(GConst.EquipConst.PART_TYPE) do -- local HeroEntity = self:getEquips(partType) -- if HeroEntity then -- -- logStr = logStr .. "\n" .. partName .. ":" .. HeroEntity:getBaseAttack() -- result = result + HeroEntity:getBaseAttack() -- end -- end -- logStr = logStr .. "\nSKIN:" .. DataManager.SkinData:getBaseAttack(self) result = result + DataManager.SkinData:getBaseAttack(self) -- Logger.logHighlight(logStr) return result end function HeroEntity:getAtk() local atkName = GConst.MATCH_ATTACK_NAME[self:getMatchType()] local atkAddName = GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()] return self:getTotalAttrValue(atkName) + self:getTotalAttrValue(atkAddName) end function HeroEntity:getHp() local hpName = ATTR_NAME.HP local hpAddName = GConst.MATCH_HP_ADD_NAME[self:getMatchType()] return self:getTotalAttrValue(hpName) + self:getTotalAttrValue(hpAddName) 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.data.lv = lv self:_updateAllBaseAttr() self:setDirty() 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: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: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 = 1, #ids 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() 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 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 / GConst.DEFAULT_FACTOR + 0.0000001) end end return power end --@endregion return HeroEntity