| using System; | 
| using System.Collections; | 
| using System.Collections.Generic; | 
| using System.Linq; | 
| using UnityEngine; | 
| using LitJson; | 
| using Spine; | 
|   | 
| //!单英雄查看战力 只算自己的上阵属性  不算羁绊 总上阵属性  光环 | 
| // 战力的计算方式 | 
| //  先算上阵的单武将战力按公式一一算出各个属性(基础/战斗),再把算出来的各个属性代入到战力公式 | 
| //  所有武将战力加起来 + 技能战力汇总(公式)就是整个号的战力 | 
| public class FightPowerManager : Singleton<FightPowerManager> | 
| { | 
|     public string propertyFormula; | 
|     public string fightPropertyFormula; | 
|     public string fightPowerFormula; | 
|     public string skillFightPowerFormula; | 
|   | 
|     Dictionary<string, double> propertyVariables = new Dictionary<string, double>(); | 
|     Dictionary<string, double> fightPowerVariables = new Dictionary<string, double>();  //总战力中的单武将战力 | 
|   | 
|   | 
|     public FightPowerManager() | 
|     { | 
|         // 数值1:基础三维属性计算公式 | 
|         // 数值2:战斗属性/战斗抗性/特殊属性计算公式 | 
|         // 数值3:属性战力计算公式,计算参数详见 S.属性条目配置 | 
|         var config = FuncConfigConfig.Get("HeroAttrFormula"); | 
|         propertyFormula = config.Numerical1; | 
|         fightPropertyFormula = config.Numerical2; | 
|         fightPowerFormula = config.Numerical3; | 
|         skillFightPowerFormula = config.Numerical4; | 
|         JaceCalculator.Init(); | 
|     } | 
|   | 
|     #region 初始化战力计算的信息 | 
|     TeamType teamTypeCalc = TeamType.Story; //不同阵容战力不同 | 
|     bool isPreviewTeamPower;  //预览阵容(队伍)战力 | 
|     int dropIndexCalc = -1; //掉落装备在阵容的索引,用于预览战力对比 | 
|   | 
|     //计算阵容战力,装备对比等情况需要代入 | 
|     /// <summary> | 
|     ///  | 
|     /// </summary> | 
|     /// <param name="teamType">阵容类型</param> | 
|     /// <param name="dropindex">掉落装备的索引,-1代表不替换计算</param> | 
|     /// <param name="ispreview">预览阵容战力</param> | 
|     public void InitFightPowerParam(TeamType teamType = TeamType.Story, int dropindex = -1, bool ispreview = false) | 
|     { | 
|         teamTypeCalc = teamType; | 
|         isPreviewTeamPower = ispreview; | 
|   | 
|         dropIndexCalc = dropindex; | 
| #if UNITY_EDITOR | 
|         Debug.Log("战力:初始化参数 dropIndex:" + dropIndexCalc + " 阵型:" + teamTypeCalc + " ispreview:" + ispreview); | 
| #endif | 
|     } | 
|     #endregion | 
|   | 
|   | 
|   | 
|     #region 先计算所有功能的汇总属性 | 
|   | 
|     //功能属性 类型:值 | 
|     public Dictionary<int, int> lvAttrs = new Dictionary<int, int>();  //等级属性 | 
|     public Dictionary<int, int> officialAttrs = new Dictionary<int, int>();  //官职属性 | 
|   | 
|     //分开存储预览和 真实属性 | 
|     public Dictionary<int, int> equipAttrs = new Dictionary<int, int>();   //装备属性 | 
|     public Dictionary<string, int> lineUpPerDict = new Dictionary<string, int>();  //阵容属性加成 | 
|     public Dictionary<int, int> countryAttrs = new Dictionary<int, int>();   //阵容国家(光环)属性 | 
|   | 
|     //等级属性 | 
|     void RefreshLVAttrs() | 
|     { | 
|         lvAttrs.Clear(); | 
|         var playerLVConfig = PlayerLVConfig.Get(PlayerDatas.Instance.baseData.LV); | 
|         foreach (var attrType in PlayerPropertyConfig.baseAttrs) | 
|         { | 
|             lvAttrs[attrType] = GetPlayerLVValue(playerLVConfig, attrType); | 
|         } | 
| #if UNITY_EDITOR | 
|         Debug.Log("战力:等级属性 " + JsonMapper.ToJson(lvAttrs)); | 
| #endif | 
|   | 
|     } | 
|   | 
|     public int GetPlayerLVValue(PlayerLVConfig config, int type) | 
|     { | 
|         if (type == 6) | 
|         { | 
|             return config.Atk; | 
|         } | 
|         else if (type == 7) | 
|         { | 
|             return config.Def; | 
|         } | 
|         else if (type == 8) | 
|         { | 
|             return config.MaxHP; | 
|         } | 
|         return 0; | 
|     } | 
|   | 
|   | 
|     //官职属性 | 
|     void RefreshOfficialAttrs() | 
|     { | 
|         officialAttrs.Clear(); | 
|         var config = RealmConfig.Get(PlayerDatas.Instance.baseData.realmLevel); | 
|         for (int i = 0; i < config.AddAttrType.Length; i++) | 
|         { | 
|             var id = config.AddAttrType[i]; | 
|             officialAttrs[id] = config.AddAttrNum[i]; | 
|         } | 
| #if UNITY_EDITOR | 
|         Debug.Log("战力:官职属性 " + JsonMapper.ToJson(officialAttrs)); | 
| #endif | 
|   | 
|     } | 
|   | 
|     //装备属性:身上装备汇总 | 
|     void RefrehEquipAttrs() | 
|     { | 
|         equipAttrs.Clear();  //身上装备属性重置 | 
|         for (int i = 0; i < EquipModel.TotleEquip; i++) | 
|         { | 
|             var equip = EquipModel.Instance.GetEquip(i); | 
|             if (dropIndexCalc != -1) | 
|             { | 
|                 var dropEquip = PackManager.Instance.GetItemByIndex(PackType.DropItem, dropIndexCalc); | 
|                 if (dropEquip.config.EquipPlace - 1 == i) | 
|                 { | 
|                     equip = dropEquip;  //替换计算总战力 | 
|                 } | 
|             } | 
|             if (equip == null) | 
|             { | 
|                 continue; | 
|             } | 
|             var baseIDAttrs = EquipModel.Instance.GetEquipBaseAttrs(equip); | 
|             var baseVauleAttrs = EquipModel.Instance.GetEquipBaseValues(equip); | 
|             if (baseIDAttrs != null) | 
|             { | 
|                 for (int j = 0; j < baseIDAttrs.Count; j++) | 
|                 { | 
|                     if (!equipAttrs.ContainsKey(baseIDAttrs[j])) | 
|                     { | 
|                         equipAttrs[baseIDAttrs[j]] = baseVauleAttrs[j]; | 
|                     } | 
|                     else | 
|                     { | 
|                         equipAttrs[baseIDAttrs[j]] += baseVauleAttrs[j]; | 
|                     } | 
|                 } | 
|             } | 
|   | 
|             var fightIDAttrs = EquipModel.Instance.GetEquipFightAttrs(equip); | 
|             var fightValueAttrs = EquipModel.Instance.GetEquipFightValues(equip); | 
|             if (fightIDAttrs != null) | 
|             { | 
|                 for (int j = 0; j < fightIDAttrs.Count; j++) | 
|                 { | 
|                     if (!equipAttrs.ContainsKey(fightIDAttrs[j])) | 
|                     { | 
|                         equipAttrs[fightIDAttrs[j]] = fightValueAttrs[j]; | 
|                     } | 
|                     else | 
|                     { | 
|                         equipAttrs[fightIDAttrs[j]] += fightValueAttrs[j]; | 
|                     } | 
|                 } | 
|             } | 
|         } | 
|   | 
| #if UNITY_EDITOR | 
|         Debug.Log("战力:装备属性 " + JsonMapper.ToJson(equipAttrs)); | 
| #endif | 
|     } | 
|   | 
|     // 计算队伍中上阵的所有武将的上阵属性 和 光环 | 
|     void RefreshTeamAttrs() | 
|     { | 
|         //阵容属性 | 
|         // 阵容:所有武将上阵属性 | 
|         lineUpPerDict = HeroUIManager.Instance.GetLineupPer(teamTypeCalc, isPreviewTeamPower); | 
|   | 
| #if UNITY_EDITOR | 
|         Debug.Log("战力:上阵属性 " + JsonMapper.ToJson(lineUpPerDict)); | 
| #endif | 
|         // 阵容:国家(光环)属性 | 
|         countryAttrs = HeroUIManager.Instance.GetCountryAttrs(teamTypeCalc, isPreviewTeamPower); | 
| #if UNITY_EDITOR | 
|         Debug.Log("战力:国家(光环)属性 " + JsonMapper.ToJson(countryAttrs)); | 
| #endif | 
|     } | 
|   | 
|     #endregion | 
|   | 
|     //单属性公式分基础三维和战斗属性 | 
|     // 【主公属性】 | 
|     // 等级属性    lvValue | 
|     // 装备属性    equipValue | 
|     // 图鉴属性    bookValue 、 bookPer | 
|   | 
|     // 【阵容属性】 - 该阵容所有武将有效 | 
|     // 初始加成    lineupInitAddPer | 
|     // 升级加成    lineupLVAddPer | 
|     // 突破加成    lineupBreakLVAddPer | 
|     // 吞噬加成    lineupStarAddPer | 
|     // 阵容光环    lineupHaloValue 、 lineupHaloPer | 
|   | 
|     // 【武将属性】 | 
|     // 继承比例    inheritPer | 
|     // 自身属性    heroSelfValue 、 heroSelfPer | 
|     // 吞噬属性    starTalentValue 、 starTalentPer | 
|     // 突破属性    breakLVValue 、 breakLVPer | 
|     // 觉醒属性    awakeTalentValue 、 awakeTalentPer | 
|     // 羁绊属性    fetterValue 、 fetterPer | 
|   | 
|     #region 属性公式 | 
|     // 单基础属性计算 | 
|     public double GetPropertyVaule(int attrType, HeroInfo hero, string formula) | 
|     { | 
|         propertyVariables.Clear(); | 
|         propertyVariables["lvValue"] = lvAttrs.ContainsKey(attrType) ? lvAttrs[attrType] : 0; | 
|         propertyVariables["equipValue"] = equipAttrs.ContainsKey(attrType) ? equipAttrs[attrType] : 0; | 
|         propertyVariables["bookValue"] = 0; | 
|         propertyVariables["bookPer"] = GetBookPer(attrType) / 10000.0f; | 
|         propertyVariables["realmValue"] = officialAttrs.ContainsKey(attrType) ? officialAttrs[attrType] : 0; | 
|         propertyVariables["realmPer"] = GetOfficialPer(attrType) / 10000.0f; | 
|         propertyVariables["gubaoValue"] = 0; | 
|         propertyVariables["gubaoPer"] = 0; | 
|         propertyVariables["hjgValue"] = 0; | 
|         propertyVariables["hjgPer"] = 0; | 
|   | 
|         //!!!单武将战力预览的话需要排除队伍影响战力,只算武将自身的上阵属性 | 
|         propertyVariables["lineupInitAddPer"] = GetLineUpPer(attrType, "lineupInitAddPer") / 10000.0f; | 
|         propertyVariables["lineupLVAddPer"] = GetLineUpPer(attrType, "lineupLVAddPer") / 10000.0f; | 
|         propertyVariables["lineupBreakLVAddPer"] = GetLineUpPer(attrType, "lineupBreakLVAddPer") / 10000.0f; | 
|         propertyVariables["lineupStarAddPer"] = GetLineUpPer(attrType, "lineupStarAddPer") / 10000.0f; | 
|   | 
|         //阵容光环 三围百分比加成 | 
|         propertyVariables["lineupHaloValue"] = countryAttrs.ContainsKey(attrType) ? countryAttrs[attrType] : 0; | 
|         propertyVariables["lineupHaloPer"] = GetCountryPer(attrType) / 10000.0f; | 
|   | 
|   | 
|         //武将属性 | 
|         propertyVariables["inheritPer"] = hero.GetInheritAttrPer(attrType) / 10000.0f; | 
|         propertyVariables["heroSelfValue"] = hero.GetSelfAddValue(attrType); | 
|         propertyVariables["heroSelfPer"] = hero.GetSelfAddPer(attrType) / 10000.0f; | 
|         propertyVariables["starTalentValue"] = hero.GetTalentAttrValue(attrType); | 
|         propertyVariables["starTalentPer"] = hero.GetTalentAttrPer(attrType) / 10000.0f; | 
|         propertyVariables["breakLVValue"] = hero.GetBreakAttrValue(attrType); | 
|         propertyVariables["breakLVPer"] = hero.GetBreakAttrPer(attrType) / 10000.0f; | 
|         propertyVariables["awakeTalentValue"] = hero.GetAwakeAttrValue(attrType); | 
|         propertyVariables["awakeTalentPer"] = hero.GetAwakeAttrPer(attrType) / 10000.0f; | 
|         propertyVariables["fetterValue"] = hero.GetFetterAttrValue(attrType); | 
|         propertyVariables["fetterPer"] = hero.GetFetterAttrPer(attrType) / 10000.0f; | 
|   | 
| #if UNITY_EDITOR | 
|         //排除值为0的属性输出 | 
|         var tmpPropertyVariables = propertyVariables.Where(x => x.Value > 0).ToDictionary(x => x.Key, x => x.Value); | 
|         if (!tmpPropertyVariables.IsNullOrEmpty()) | 
|             propertyStrForDebug += $"属性ID {attrType} - {JsonMapper.ToJson(tmpPropertyVariables)}"; | 
| #endif | 
|         return JaceCalculator.Calculate(formula, propertyVariables); | 
|     } | 
|   | 
|   | 
|     int GetLineUpPer(int attrType, string key) | 
|     { | 
|         if (!PlayerPropertyConfig.baseAttrs.Contains(attrType)) | 
|         { | 
|             return 0; | 
|         } | 
|   | 
|         return lineUpPerDict[key]; | 
|     } | 
|   | 
|     int GetBookPer(int attrType) | 
|     { | 
|         if (!PlayerPropertyConfig.baseAttrs.Contains(attrType)) | 
|         { | 
|             return 0; | 
|         } | 
|         return HeroUIManager.Instance.allHeroBookPer; | 
|     } | 
|   | 
|     int GetOfficialPer(int attrType) | 
|     { | 
|         if (PlayerPropertyConfig.baseAttr2perDict.ContainsKey(attrType)) | 
|         { | 
|             var pertype = PlayerPropertyConfig.baseAttr2perDict[attrType]; | 
|             return officialAttrs.ContainsKey(pertype) ? officialAttrs[pertype] : 0; | 
|         } | 
|   | 
|         return 0; | 
|     } | 
|   | 
|     int GetCountryPer(int attrType) | 
|     { | 
|         if (PlayerPropertyConfig.baseAttr2perDict.ContainsKey(attrType)) | 
|         { | 
|             var pertype = PlayerPropertyConfig.baseAttr2perDict[attrType]; | 
|             return countryAttrs.ContainsKey(pertype) ? countryAttrs[pertype] : 0; | 
|         } | 
|   | 
|         return 0; | 
|     } | 
|   | 
|   | 
|   | 
|     #endregion | 
|   | 
|   | 
|     #region 计算战力 | 
|     //如果服务端战力计算有压力,可改成关键点结算(如同步排行榜跨服等),表现由客户端自己计算 | 
|     //装备战力为最终总战力的结果比(提升整个角色总战力) | 
|   | 
|     //计算总战力中的武将战力,几个武将加起来就是总战力,其他功能属性计算应该涵盖在英雄里 | 
|     public long CalculatePower() | 
|     { | 
| #if UNITY_EDITOR | 
|         Debug.Log("战力:开始计算"); | 
| #endif | 
|         // --- 先计算所有功能的汇总属性 --- | 
|         RefreshLVAttrs(); | 
|         RefreshOfficialAttrs(); | 
|         RefrehEquipAttrs(); | 
|         RefreshTeamAttrs(); | 
|   | 
|   | 
|         // --- 算单武将功能属性战力 后相加--- | 
|         long fightPower = 0; | 
|         var team = TeamManager.Instance.GetTeam(teamTypeCalc); | 
|         if (team == null) | 
|         { | 
|             return fightPower; | 
|         } | 
|         TeamHero[] teamHeroes = isPreviewTeamPower ? team.tempHeroes : team.serverHeroes; | 
|         foreach (var hero in teamHeroes) | 
|         { | 
|             if (hero == null) | 
|             { | 
|                 continue; | 
|             } | 
|             HeroInfo heroInfo = HeroManager.Instance.GetHero(hero.guid); | 
|             if (heroInfo == null) | 
|             { | 
|                 continue; | 
|             } | 
|   | 
|             fightPower += CalculateTeamHeroPower(heroInfo); | 
|   | 
|         } | 
|   | 
| #if UNITY_EDITOR | 
|         Debug.Log("战力:计算完毕 " + fightPower); | 
| #endif | 
|         return fightPower; | 
|     } | 
|   | 
| #if UNITY_EDITOR | 
|     string propertyStrForDebug = ""; | 
| #endif | 
|   | 
|     //计算阵容中武将战力 | 
|     public long CalculateTeamHeroPower(HeroInfo hero) | 
|     { | 
|   | 
|         fightPowerVariables.Clear(); | 
|         hero.RefreshFetterAttrsWhenCalcPower(teamTypeCalc); //羁绊属性要实时算 | 
|   | 
| #if UNITY_EDITOR | 
|         propertyStrForDebug = ""; | 
| #endif | 
|         foreach (var config in PlayerPropertyConfig.GetValues()) | 
|         { | 
|             if (config.showType < 1 || config.showType > 4) | 
|             { | 
|                 continue; | 
|             } | 
|             if (config.showType == 1) | 
|             { | 
|                 fightPowerVariables[config.Parameter] = Math.Round(GetPropertyVaule(config.ID, hero, propertyFormula), 3); | 
|             } | 
|             else | 
|             { | 
|                 fightPowerVariables[config.Parameter] = Math.Round(GetPropertyVaule(config.ID, hero, fightPropertyFormula), 3); | 
|             } | 
|         } | 
|   | 
| #if UNITY_EDITOR | 
|         Debug.Log($"战力:武将ID {hero.heroId} 属性信息 {propertyStrForDebug}"); | 
| #endif | 
|   | 
|         //属性系数根据官职等级的加成 | 
|         var fightPowerRatioConfig = FightPowerRatioConfig.Get(PlayerDatas.Instance.baseData.realmLevel); | 
|   | 
|         fightPowerVariables["AtkRatio"] = fightPowerRatioConfig.AtkRatio; | 
|         fightPowerVariables["MaxHPRatio"] = fightPowerRatioConfig.MaxHPRatio; | 
|         fightPowerVariables["DefRatio"] = fightPowerRatioConfig.DefRatio; | 
|         fightPowerVariables["StunRateRatio"] = fightPowerRatioConfig.StunRateRatio; | 
|         fightPowerVariables["SuperHitRateRatio"] = fightPowerRatioConfig.SuperHitRateRatio; | 
|         fightPowerVariables["ComboRateRatio"] = fightPowerRatioConfig.ComboRateRatio; | 
|         fightPowerVariables["MissRateRatio"] = fightPowerRatioConfig.MissRateRatio; | 
|         fightPowerVariables["ParryRateRatio"] = fightPowerRatioConfig.ParryRateRatio; | 
|         fightPowerVariables["SuckHPPerRatio"] = fightPowerRatioConfig.SuckHPPerRatio; | 
|         fightPowerVariables["StunRateDefRatio"] = fightPowerRatioConfig.StunRateDefRatio; | 
|         fightPowerVariables["SuperHitRateDefRatio"] = fightPowerRatioConfig.SuperHitRateDefRatio; | 
|         fightPowerVariables["ComboRateDefRatio"] = fightPowerRatioConfig.ComboRateDefRatio; | 
|         fightPowerVariables["MissRateDefRatio"] = fightPowerRatioConfig.MissRateDefRatio; | 
|         fightPowerVariables["ParryRateDefRatio"] = fightPowerRatioConfig.ParryRateDefRatio; | 
|         fightPowerVariables["SuckHPPerDefRatio"] = fightPowerRatioConfig.SuckHPPerDefRatio; | 
|         fightPowerVariables["NormalSkillPerRatio"] = fightPowerRatioConfig.NormalSkillPerRatio; | 
|         fightPowerVariables["NormalSkillPerDefRatio"] = fightPowerRatioConfig.NormalSkillPerDefRatio; | 
|         fightPowerVariables["AngerSkillPerRatio"] = fightPowerRatioConfig.AngerSkillPerRatio; | 
|         fightPowerVariables["AngerSkillPerDefRatio"] = fightPowerRatioConfig.AngerSkillPerDefRatio; | 
|         fightPowerVariables["SuperDamPerRatio"] = fightPowerRatioConfig.SuperDamPerRatio; | 
|         fightPowerVariables["SuperDamPerDefRatio"] = fightPowerRatioConfig.SuperDamPerDefRatio; | 
|         fightPowerVariables["ShieldPerRatio"] = fightPowerRatioConfig.ShieldPerRatio; | 
|         fightPowerVariables["ShieldPerDefRatio"] = fightPowerRatioConfig.ShieldPerDefRatio; | 
|         fightPowerVariables["DOTPerRatio"] = fightPowerRatioConfig.DOTPerRatio; | 
|         fightPowerVariables["DOTPerDefRatio"] = fightPowerRatioConfig.DOTPerDefRatio; | 
|         fightPowerVariables["WeiFinalDamPerRatio"] = fightPowerRatioConfig.WeiFinalDamPerRatio; | 
|         fightPowerVariables["WeiFinalDamPerDefRatio"] = fightPowerRatioConfig.WeiFinalDamPerDefRatio; | 
|         fightPowerVariables["ShuFinalDamPerRatio"] = fightPowerRatioConfig.ShuFinalDamPerRatio; | 
|         fightPowerVariables["ShuFinalDamPerDefRatio"] = fightPowerRatioConfig.ShuFinalDamPerDefRatio; | 
|         fightPowerVariables["WuFinalDamPerRatio"] = fightPowerRatioConfig.WuFinalDamPerRatio; | 
|         fightPowerVariables["WuFinalDamPerDefRatio"] = fightPowerRatioConfig.WuFinalDamPerDefRatio; | 
|         fightPowerVariables["QunFinalDamPerRatio"] = fightPowerRatioConfig.QunFinalDamPerRatio; | 
|         fightPowerVariables["QunFinalDamPerDefRatio"] = fightPowerRatioConfig.QunFinalDamPerDefRatio; | 
|         fightPowerVariables["FinalDamPerRatio"] = fightPowerRatioConfig.FinalDamPerRatio; | 
|         fightPowerVariables["FinalDamPerDefRatio"] = fightPowerRatioConfig.FinalDamPerDefRatio; | 
|         fightPowerVariables["PhyDamPerRatio"] = fightPowerRatioConfig.PhyDamPerRatio; | 
|         fightPowerVariables["PhyDamPerDefRatio"] = fightPowerRatioConfig.PhyDamPerDefRatio; | 
|         fightPowerVariables["MagDamPerRatio"] = fightPowerRatioConfig.MagDamPerRatio; | 
|         fightPowerVariables["MagDamPerDefRatio"] = fightPowerRatioConfig.MagDamPerDefRatio; | 
|         fightPowerVariables["CurePerRatio"] = fightPowerRatioConfig.CurePerRatio; | 
|         fightPowerVariables["CurePerDefRatio"] = fightPowerRatioConfig.CurePerDefRatio; | 
|   | 
|   | 
|         long fightPower = (long)JaceCalculator.Calculate(fightPowerFormula, fightPowerVariables); | 
| #if UNITY_EDITOR | 
|         //排除值为0的属性输出 | 
|         var tmpFightPowerVariables = fightPowerVariables.Where(x => x.Value > 0).ToDictionary(x => x.Key, x => x.Value); | 
|         if (!tmpFightPowerVariables.IsNullOrEmpty()) | 
|             Debug.Log($"战力:武将ID {hero.heroId} 属性战力 {fightPower} 属性战力参数 {JsonMapper.ToJson(tmpFightPowerVariables)}"); | 
| #endif | 
|   | 
|         //加上技能战力 | 
|         fightPowerVariables.Clear(); | 
|         fightPowerVariables["PlayerLV"] = PlayerDatas.Instance.baseData.LV; | 
|         fightPowerVariables["OfficialLV"] = PlayerDatas.Instance.baseData.realmLevel; | 
|         fightPowerVariables["SkillPower"] = hero.GetSkillsFightPower(); | 
|   | 
|         long skillPower = (long)JaceCalculator.Calculate(skillFightPowerFormula, fightPowerVariables); | 
|   | 
| #if UNITY_EDITOR | 
|         Debug.Log($"战力:武将ID {hero.heroId} 技能战力 {skillPower} 技能参数 {JsonMapper.ToJson(fightPowerVariables)}"); | 
|   | 
|         Debug.Log($"战力:武将ID {hero.heroId} 总战力 {fightPower + skillPower}"); | 
| #endif | 
|   | 
|         return fightPower + skillPower; | 
|     } | 
|   | 
|   | 
|     /// <summary> | 
|     /// 和身上装备对比差 | 
|     /// </summary> | 
|     /// <param name="item">地板装备</param> | 
|     /// <returns></returns> | 
|     public long GetFightPowerChange(ItemModel item) | 
|     { | 
|         InitFightPowerParam(); | 
|         var fightPower = CalculatePower(); | 
|   | 
|         InitFightPowerParam(dropindex: item.gridIndex); | 
|         var tmpFightPower = CalculatePower(); | 
|         return tmpFightPower - fightPower; | 
|     } | 
|   | 
|   | 
|     // 单英雄查看战力  | 
|     // 1. 上阵英雄显示,在主线阵容下的战力 | 
|     // 2. 非上阵或其他上阵阵容:上阵不足6个人的,按增加的方式的计算;人数满的情况下按替换6号位计算 | 
|     public long GetHeroFightPower(HeroInfo heroInfo) | 
|     { | 
|         bool ispreview = false; | 
|         var team = TeamManager.Instance.GetTeam(TeamType.Story); | 
|         if (!team.HasHero(heroInfo.itemHero.guid)) | 
|         { | 
|             //替换上阵位置 | 
|             ispreview = true; | 
|             var index = team.GetEmptyPosition(); | 
|             if (index < 0) | 
|             { | 
|                 team.AddHero(heroInfo, 5, false); | 
|             } | 
|             else | 
|             { | 
|                 team.AddHero(heroInfo, index, false); | 
|             } | 
|         } | 
|   | 
|         InitFightPowerParam(ispreview: ispreview); | 
|         RefreshLVAttrs(); | 
|         RefreshOfficialAttrs(); | 
|         RefrehEquipAttrs(); | 
|         RefreshTeamAttrs(); | 
|   | 
|         var fightPower = CalculateTeamHeroPower(heroInfo); | 
|   | 
|         //计算完恢复队伍 | 
|         if (ispreview) | 
|             team.RestoreTeam(); | 
|         return fightPower; | 
|     } | 
|   | 
|   | 
|     //查看阵容战力 | 
|     public long GetTeamFightPower(TeamType team, bool isPreview) | 
|     { | 
|         InitFightPowerParam(team, -1, isPreview); | 
|         return CalculatePower(); | 
|     } | 
|     #endregion | 
|   | 
|   | 
|     public Dictionary<int, long> GetHeroTotalAttr(HeroInfo hero) | 
|     { | 
|   | 
|         Dictionary<int, long> tmpAttrs = new Dictionary<int, long>(); | 
|         hero.RefreshFetterAttrsWhenCalcPower(TeamType.Story); //羁绊属性要实时算 | 
|   | 
| #if UNITY_EDITOR | 
|         propertyStrForDebug = ""; | 
| #endif | 
|   | 
|         foreach (var config in PlayerPropertyConfig.GetValues()) | 
|         { | 
|             if (config.showType < 1 || config.showType > 4) | 
|             { | 
|                 continue; | 
|             } | 
|             if (config.showType == 1) | 
|             { | 
|                 tmpAttrs[config.ID] = (long)GetPropertyVaule(config.ID, hero, propertyFormula); | 
|             } | 
|             else | 
|             { | 
|                 tmpAttrs[config.ID] = (long)GetPropertyVaule(config.ID, hero, fightPropertyFormula); | 
|             } | 
|         } | 
| #if UNITY_EDITOR | 
|         Debug.Log($"战力:武将ID {hero.heroId} 属性信息 {propertyStrForDebug}"); | 
| #endif | 
|         return tmpAttrs; | 
|     } | 
| } |