529 lines
14 KiB
Lua
529 lines
14 KiB
Lua
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, skin, star)
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self.cfgId = cfgId
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self.data.isDirty = false
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self.data.lv = lv
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self.data.skin = skin
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self.data.star = star
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self.config = ConfigManager:getConfig("hero")[self.cfgId]
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self.beginLv = 1 -- 激活等级
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self.baseAttrOriginal = {}
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self.starAttr = {}
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self.skinAttr = {}
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self.allAttr = {}
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end
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-- region 属性
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function HeroEntity:initAttr()
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self:setTotalAttrValue(ATTR_NAME.HP, 0)
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self:setTotalAttrValue(ATTR_NAME.ATK, 0)
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self:setTotalAttrValue(ATTR_NAME.ATK_RED, 0)
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self:setTotalAttrValue(ATTR_NAME.ATK_YELLOW, 0)
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self:setTotalAttrValue(ATTR_NAME.ATK_GREEN, 0)
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self:setTotalAttrValue(ATTR_NAME.ATK_BLUE, 0)
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self:setTotalAttrValue(ATTR_NAME.ATK_PURPLE, 0)
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self:updateAllAttr()
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end
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function HeroEntity:onBaseAttrChange()
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self:updateBaseAttr()
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self:updateTotalAttr()
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self:setDirty()
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end
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function HeroEntity:onStarAttrChange()
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self:updateStarAttr()
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self:updateTotalAttr()
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self:setDirty()
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end
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function HeroEntity:onSkinAttrChange()
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self:updateSkinAttr()
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self:updateTotalAttr()
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self:setDirty()
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end
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function HeroEntity:setDirty()
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self.data.isDirty = not self.data.isDirty
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end
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function HeroEntity:getAllAttr()
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return self.allAttr
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end
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-- 更新所有属性
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function HeroEntity:updateAllAttr()
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self:updateBaseAttr()
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self:updateStarAttr()
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self:updateSkinAttr()
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self:updateTotalAttr()
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end
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-- 更新英雄基础属性
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function HeroEntity:updateBaseAttr()
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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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-- 更新皮肤属性
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function HeroEntity:updateStarAttr()
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self.starAttr = {}
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-- local hp = DataManager.SkinData:getHp(self)
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-- local atk = DataManager.SkinData:getAttack(self)
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-- local normalHurt = DataManager.SkinData:getNormalHurt(self)
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-- local skillHurt = DataManager.SkinData:getSkillHurt(self)
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-- local critPer = DataManager.SkinData:getCritPercent(self)
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-- local critHurtPer = DataManager.SkinData:getCritHurtPercent(self)
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-- local normalHurtPer = DataManager.SkinData:getNormalHurtPercent(self)
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-- local skillHurtPer = DataManager.SkinData:getSkillHurtPercent(self)
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-- local healPer = DataManager.SkinData:getHealPercent(self)
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-- self.starAttr[GConst.MATCH_HP_NAME[self:getMatchType()]] = hp
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-- self.starAttr[GConst.MATCH_ATTACK_NAME[self:getMatchType()]] = atk
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-- self.starAttr[GConst.MATCH_NORMAL_HURT_NAME[self:getMatchType()]] = normalHurt
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-- self.starAttr[GConst.MATCH_SKILL_HURT_NAME[self:getMatchType()]] = skillHurt
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-- self.starAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] = critPer
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-- self.starAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] = critHurtPer
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-- self.starAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] = normalHurtPer
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-- self.starAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] = skillHurtPer
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-- self.starAttr[GConst.MATCH_CURED_NAME[self:getMatchType()]] = healPer
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-- if EDITOR_MODE then
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-- local printStr = ""
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-- printStr = printStr .. "更新皮肤数值:"..self:getCfgId() .. "\n"
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-- printStr = printStr .. "生命:".. hp .. "\n"
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-- printStr = printStr .. "攻击力:".. atk .. "\n"
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-- printStr = printStr .. "普攻增伤:".. normalHurt .. "\n"
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-- printStr = printStr .. "技能增伤:".. skillHurt .. "\n"
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-- printStr = printStr .. "暴击率:".. critPer .. "\n"
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-- printStr = printStr .. "暴击伤害百分比:".. critHurtPer .. "\n"
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-- printStr = printStr .. "普攻增伤百分比:".. normalHurtPer .. "\n"
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-- printStr = printStr .. "技能增伤百分比:".. skillHurtPer .. "\n"
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-- printStr = printStr .. "治疗加成百分比:".. healPer .. "\n"
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-- Logger.logHighlight(printStr)
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-- end
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end
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-- 更新皮肤属性
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function HeroEntity:updateSkinAttr()
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self.skinAttr = {}
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local hp = DataManager.SkinData:getHp(self)
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local atk = DataManager.SkinData:getAttack(self)
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local normalHurt = DataManager.SkinData:getNormalHurt(self)
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local skillHurt = DataManager.SkinData:getSkillHurt(self)
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local critPer = DataManager.SkinData:getCritPercent(self)
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local critHurtPer = DataManager.SkinData:getCritHurtPercent(self)
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local normalHurtPer = DataManager.SkinData:getNormalHurtPercent(self)
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local skillHurtPer = DataManager.SkinData:getSkillHurtPercent(self)
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local healPer = DataManager.SkinData:getHealPercent(self)
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self.skinAttr[GConst.MATCH_HP_NAME[self:getMatchType()]] = hp
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self.skinAttr[GConst.MATCH_ATTACK_NAME[self:getMatchType()]] = atk
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self.skinAttr[GConst.MATCH_NORMAL_HURT_NAME[self:getMatchType()]] = normalHurt
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self.skinAttr[GConst.MATCH_SKILL_HURT_NAME[self:getMatchType()]] = skillHurt
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self.skinAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] = critPer
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self.skinAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] = critHurtPer
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self.skinAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] = normalHurtPer
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self.skinAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] = skillHurtPer
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self.skinAttr[GConst.MATCH_CURED_NAME[self:getMatchType()]] = healPer
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-- if EDITOR_MODE then
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-- local printStr = ""
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-- printStr = printStr .. "更新皮肤数值:"..self:getCfgId() .. "\n"
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-- printStr = printStr .. "生命:".. hp .. "\n"
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-- printStr = printStr .. "攻击力:".. atk .. "\n"
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-- printStr = printStr .. "普攻增伤:".. normalHurt .. "\n"
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-- printStr = printStr .. "技能增伤:".. skillHurt .. "\n"
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-- printStr = printStr .. "暴击率:".. critPer .. "\n"
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-- printStr = printStr .. "暴击伤害百分比:".. critHurtPer .. "\n"
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-- printStr = printStr .. "普攻增伤百分比:".. normalHurtPer .. "\n"
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-- printStr = printStr .. "技能增伤百分比:".. skillHurtPer .. "\n"
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-- printStr = printStr .. "治疗加成百分比:".. healPer .. "\n"
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-- Logger.logHighlight(printStr)
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-- end
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end
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-- 更新总属性
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function HeroEntity:updateTotalAttr()
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self.allAttr = {}
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for k, v in pairs(self.baseAttrOriginal) do
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self:setTotalAttrValue(k, v)
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end
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for k, v in pairs(self.skinAttr) do
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self:addTotalAttrValue(k, v)
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end
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end
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function HeroEntity:setTotalAttrValue(name, value)
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-- Logger.logHighlight("set "..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:addTotalAttrValue(name, add)
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-- Logger.logHighlight("add "..name..":"..add)
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local before = self:getTotalAttrValue(name)
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self.allAttr[name] = GFunc.encryptNumber(before + add or 0)
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end
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function HeroEntity:getTotalAttrValue(name)
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if table.nums(self.allAttr) <= 0 then
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self:initAttr()
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end
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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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-- Logger.logHighlight("get "..name..":"..GFunc.decryptNumber(self.allAttr[name]))
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return GFunc.decryptNumber(self.allAttr[name])
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end
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-- 获取总基础生命值(英雄+装备+皮肤)
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function HeroEntity:getTotalBaseHp()
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local result = self:isActived() and self:getCfgHp() or self:getCfgHp(self:getBeginLv())
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result = result + DataManager.SkinData:getBaseHp(self)
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return result
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end
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-- 获取总基础攻击值(英雄+装备+皮肤)
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function HeroEntity:getTotalBaseAtk()
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local result = self:isActived() and self:getCfgAtk() or self:getCfgAtk(self:getBeginLv())
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-- local logStr = self:getCfgId() .. "总基础攻击值:\n英雄:" .. result
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-- 武器 + 防具
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-- for partName, partType in pairs(GConst.EquipConst.PART_TYPE) do
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-- local equipEntity = self:getEquips(partType)
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-- if equipEntity then
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-- -- logStr = logStr .. "\n" .. partName .. ":" .. equipEntity:getBaseAttack()
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-- result = result + equipEntity:getBaseAttack()
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-- end
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-- end
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-- logStr = logStr .. "\nSKIN:" .. DataManager.SkinData:getBaseAttack(self)
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result = result + DataManager.SkinData:getBaseAttack(self)
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-- Logger.logHighlight(logStr)
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return result
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end
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function HeroEntity:getAtk()
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local atkName = GConst.MATCH_ATTACK_NAME[self:getMatchType()]
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local atkAddName = GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()]
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return self:getTotalAttrValue(atkName) + self:getTotalAttrValue(atkAddName)
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end
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function HeroEntity:getHp()
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local hpName = ATTR_NAME.HP
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local hpAddName = GConst.MATCH_HP_ADD_NAME[self:getMatchType()]
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return self:getTotalAttrValue(hpName) + self:getTotalAttrValue(hpAddName)
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end
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function HeroEntity:getCfgHp(lv)
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lv = lv or self.data.lv
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if lv > self:getMaxLv() then
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lv = self:getMaxLv()
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end
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if self.config and self.config.hp then
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return self.config.hp[lv] or 0
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end
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return 0
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end
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function HeroEntity:getCfgAtk(lv)
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lv = lv or self.data.lv
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if lv > self:getMaxLv() then
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lv = self:getMaxLv()
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end
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if self.config and self.config.atk then
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return self.config.atk[lv] or 0
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end
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return 0
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end
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-- endregion
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-- region 基础
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function HeroEntity:setLv(lv, onlyChangeLv)
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if not lv then
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return
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end
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if self.data.lv == lv then
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return
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end
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self.data.lv = lv
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self:updateAllAttr()
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self:setDirty()
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if not onlyChangeLv then
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ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_HERO_LV_UP, lv)
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EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.HERO_UPGRADE_SUCCESS, self:getCfgId())
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end
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end
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function HeroEntity:getLv()
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return self.data.lv
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end
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function HeroEntity:getBeginLv()
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return self.beginLv
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end
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function HeroEntity:isMaxLv()
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return self.data.lv >= self:getMaxLv()
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end
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function HeroEntity:getMaxLv()
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if not self.maxLv then
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self.maxLv = ConfigManager:getConfigNum("hero_level")
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end
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return self.maxLv
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end
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function HeroEntity:getIsCurLvMax()
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if self:isMaxLv() then
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return true
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end
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local cfg = ConfigManager:getConfig("hero_level")[self.data.lv + 1]
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if not cfg then
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return true
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end
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return self.data.star < cfg.star
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end
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function HeroEntity:canLvUp(showToast)
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if self:isMaxLv() then
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return false, GConst.HeroConst.CHECK_LV_UP_STATE.MAX_LV
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end
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local cost = self:getLvUpMaterials()
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if not cost then
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return false, GConst.HeroConst.CHECK_LV_UP_STATE.NO_COST
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end
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local fragmentCost = cost[1] or 0
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if not GFunc.checkCost(self:getFragmentId(), fragmentCost, showToast) then
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return false, GConst.HeroConst.CHECK_LV_UP_STATE.FRAGMENT_NOT_ENOUGH
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end
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local goldCost = cost[2] or 0
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if not GFunc.checkCost(GConst.ItemConst.ITEM_ID_GOLD, goldCost, showToast) then
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return false, GConst.HeroConst.CHECK_LV_UP_STATE.COIN_NOT_ENOUGH
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end
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return true, GConst.HeroConst.CHECK_LV_UP_STATE.SUCCESS
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end
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function HeroEntity:isUnlock()
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if self:isActived() then
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return true
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else
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if self:canLvUp() then
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return true
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end
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end
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return false
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end
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function HeroEntity:isActived()
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return self.data.lv >= self:getBeginLv()
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end
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function HeroEntity:getLvUpMaterials()
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local lv = self.data.lv + 1
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if lv < self:getBeginLv() then
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lv = self:getBeginLv()
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end
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local nextLvInfo = ConfigManager:getConfig("hero_level")[lv]
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if not nextLvInfo then
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return
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end
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-- local fieldName = "cost_" .. self:getQlt()
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return nextLvInfo.cost
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end
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-- endregion
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-- region 配置
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function HeroEntity:getConfig()
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return self.config
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end
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function HeroEntity:getModelId()
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local skinModel = DataManager.SkinData:getModelId(self:getSkinId())
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return skinModel or self.config.model_id
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end
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function HeroEntity:getBaseSkill()
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return self.config.base_skill
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end
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function HeroEntity:getAssistingSkill()
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return self.config.support_skill
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end
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function HeroEntity:getHurtSkill()
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return self.config.hurt_skill
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end
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function HeroEntity:getFragmentId()
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return self.config.item_id
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end
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function HeroEntity:getIcon()
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return self.config.icon
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end
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function HeroEntity:getHurtNum()
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return self.config.hurt_num
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end
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function HeroEntity:getLvUpCostId()
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return self.config.level_id
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end
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function HeroEntity:getCfgId()
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return self.cfgId
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end
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function HeroEntity:getName()
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return ModuleManager.HeroManager:getHeroName(self:getCfgId())
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end
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function HeroEntity:getDesc()
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return ModuleManager.HeroManager:getHeroDesc(self:getCfgId())
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end
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function HeroEntity:getQlt()
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return self.config.qlt
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end
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function HeroEntity:getMatchType()
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return self.config.position
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end
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function HeroEntity:getStarUpCostId()
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return self.config.entry
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end
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-- endregion
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-- function HeroEntity:getActiveRogueCount()
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-- local lvInfo = ConfigManager:getConfig("hero_level")[self.data.lv]
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-- if not lvInfo then
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-- return 0
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-- end
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-- --@TODO 123123
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-- -- return lvInfo.unlock_skill
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-- return 0
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-- end
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-- region 技能
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function HeroEntity:getUnlockRogueId()
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return self.config.rouge_skill
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end
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function HeroEntity:getRogueSkillList()
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if not self.rogueSkillList then
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self.rogueSkillList = {}
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local count = 1
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while true do
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local ids = self.config["rouge_skill_" .. count]
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if ids then
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for i = #ids, 1, -1 do
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if self.data.lv >= ids[i][1] or i == 1 then
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table.insert(self.rogueSkillList, ids[i])
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break
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end
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end
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else
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break
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end
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count = count + 1
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end
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end
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return self.rogueSkillList
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end
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function HeroEntity:getNextRougeLvUp(idx)
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local ids = self.config["rouge_skill_" .. idx]
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if ids then
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for i,v in ipairs(ids) do
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if self.data.lv < ids[i][1] then
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return ids[i][1]
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end
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end
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end
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end
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function HeroEntity:getActiveRogueSkills()
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local list = {}
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-- for i = 1, self:getActiveRogueCount() do
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-- local id = self:getRogueSkillList()[i]
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-- if id then
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-- table.insert(list, id)
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-- else
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-- break
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-- end
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-- end
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return list
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end
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-- endregion
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-- region 升星相关
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function HeroEntity:getStar()
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return self.data.star
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end
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function HeroEntity:getIsStarMax()
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local nextLvInfo = ConfigManager:getConfig("hero_star")[self.data.star + 1]
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if not nextLvInfo then
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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
|
||
-- 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
|
||
|
||
return HeroEntity |