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 HeroInfo heroInfo;
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public TeamBase teamBase;
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public int heroIndex;
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// 战场数据
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public uint ObjID = 0;// 战斗单位唯一ID
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public uint NPCID = 0;// 战斗NPCID,不同的实例ID对应的NPCID可能一样
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public TeamHero()
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{
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}
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public TeamHero(HB424_tagSCTurnFightInit.tagSCTurnFightObj fightObj, TeamBase _teamBase)
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{
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heroInfo = new HeroInfo(fightObj);
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teamBase = _teamBase;
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if (fightObj.PosNum < 0 || fightObj.PosNum >= TeamConst.MaxTeamSlotCount)
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{
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Debug.LogError("Invalid PosNum: " + fightObj.PosNum);
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}
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else
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{
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teamBase.teamHeros[fightObj.PosNum] = this; // 将当前对象添加到对应位置
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}
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ObjID = fightObj.ObjID;
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NPCID = 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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heroIndex = fightObj.PosNum;
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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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return heroInfo.CalculatePower();
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}
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}
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