using UnityEngine; 
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using UnityEngine.PlayerLoop; 
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public partial class TeamHero 
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{ 
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    public int heroId; 
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    public HeroConfig heroConfig; 
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    public int SkinID; 
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    public HeroSkinConfig skinConfig; 
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    public string guid;  
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    public TeamBase teamBase 
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    { 
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        get; private set; 
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    } 
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    public int positionNum; 
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//  战场数据 
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    public int ObjID = 0;// 战斗单位唯一ID 
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    public int NPCID = 0;// 战斗NPCID,不同的实例ID对应的NPCID可能一样 
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    //  服务器来的构造 
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    public TeamHero(HB424_tagSCTurnFightInit.tagSCTurnFightObj fightObj, TeamBase _teamBase) 
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    { 
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        heroId = (int)fightObj.HeroID; 
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        heroConfig = HeroConfig.Get(heroId); 
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        SkinID = (int)fightObj.SkinID; 
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        skinConfig = HeroSkinConfig.Get(SkinID); 
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        teamBase = _teamBase; 
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        ObjID = (int)fightObj.ObjID; 
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        NPCID = (int)fightObj.NPCID; 
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        // HPEx * 1亿 + HP 
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        curHp = (long)fightObj.HPEx * GeneralDefine.HundredMillion + (long)fightObj.HP; 
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        maxHp = (long)fightObj.MaxHPEx * GeneralDefine.HundredMillion + (long)fightObj.MaxHP; 
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        rage = (int)fightObj.AngreXP; 
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        positionNum = fightObj.PosNum; 
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        //  【重要】战斗构成里没有卡牌的guid 
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        guid = string.Empty; 
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        Update(); 
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    } 
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    //  布阵时的构造 
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    public TeamHero(HeroInfo heroInfo, int posNum, TeamBase _teamBase) 
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    { 
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        heroId = heroInfo.itemHero.config.ID; 
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        heroConfig = HeroConfig.Get(heroId); 
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        SkinID = heroInfo.SkinID; 
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        skinConfig = heroInfo.skinConfig; 
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        teamBase = _teamBase; 
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        ObjID = 0; 
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        NPCID = 0; 
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        curHp = heroInfo.hp; 
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        maxHp = heroInfo.hp; 
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        rage = 0; 
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        positionNum = posNum; 
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        //  【重要】布阵里的要guid 
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        guid = heroInfo.itemHero.guid; 
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        Update(); 
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    } 
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    public void OnSwapPosition(TeamHero teamHero) 
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    { 
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        int tempPosNum = positionNum; 
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        positionNum = teamHero.positionNum; 
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        teamHero.positionNum = tempPosNum; 
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        teamBase.tempHeroes[positionNum] = this; 
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        teamBase.tempHeroes[teamHero.positionNum] = teamHero; 
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        Update(); 
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    } 
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    public void Update() 
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    { 
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    } 
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    //  最终属性 当前属性应该是要在这一层的 
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    public int GetPower() 
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    { 
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        // 计算战斗力YYL TODO 
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        return 0; 
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    }     
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} 
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