| | |
| | | |
| | | public partial class PlayerPropertyConfig : ConfigBase<int, PlayerPropertyConfig> |
| | | { |
| | | public const int baseType = 1; //基础属性 |
| | | public const int fightType = 2; //战斗属性 |
| | | public const int fightAntiType = 3; //战斗抗性 |
| | | public const int specialType = 4; //特殊属性 |
| | | |
| | | // 按显示类型分 |
| | | private static Dictionary<int, List<int>> m_PlayerPropertyDict = new Dictionary<int, List<int>>(); |
| | | public static Dictionary<int, List<int>> playerPropertyDict |
| | |
| | | } |
| | | } |
| | | |
| | | private static int[] m_inheritAttrs;//攻防血 继承的百分比 |
| | | public static int[] inheritAttrs |
| | | { |
| | | get |
| | | { |
| | | if (m_inheritAttrs.IsNullOrEmpty()) |
| | | { |
| | | if (playerPropertyDict.ContainsKey(5)) |
| | | { |
| | | m_inheritAttrs = playerPropertyDict[5].ToArray(); |
| | | } |
| | | } |
| | | return m_inheritAttrs; |
| | | } |
| | | } |
| | | public static int[] inheritAttrs = new int[] { 13, 14, 15 }; |
| | | |
| | | private static int[] m_basePerAttrs; //攻防血 加成百分比 |
| | | public static int[] basePerAttrs |
| | | { |
| | | get |
| | | { |
| | | if (m_basePerAttrs.IsNullOrEmpty()) |
| | | { |
| | | if (playerPropertyDict.ContainsKey(6)) |
| | | { |
| | | m_basePerAttrs = playerPropertyDict[6].ToArray(); |
| | | } |
| | | } |
| | | return m_basePerAttrs; |
| | | } |
| | | } |
| | | |
| | | public const int baseType = 1; //基础属性 |
| | | public const int fightType = 2; //战斗属性 |
| | | public const int fightAntiType = 3; //战斗抗性 |
| | | public const int specialType = 4; //特殊属性 |
| | | //不同的功能表调用对应自己的功能含义和使用方式,如阵容光环配置就用在对应计算层 |
| | | public static int[] basePerAttrs = new int[] { 16, 17, 18 }; |
| | | |
| | | public static int[] baseAttrs = new int[] { 6, 7, 8 }; |
| | | |
| | | public static Dictionary<int, int> baseAttr2perDict = new Dictionary<int, int>() |
| | | { |
| | | { 6,16 }, |
| | | { 7,17 }, |
| | | { 8,18 } |
| | | }; |
| | | |
| | | private static Dictionary<int, List<int>> RefreshShowDict() |
| | | { |
| | | if (m_PlayerPropertyDict.IsNullOrEmpty()) |