hch
2025-08-18 5c5a5cc66227439be7a7b61da5d1ff68cf187ac3
Main/System/Hero/HeroInfo.cs
@@ -1,23 +1,16 @@
using System.Collections.Generic;
using UnityEngine;
using LitJson;
//  武将信息:实际获得的武将,不包含图鉴数据
public partial class HeroInfo
{
    //  武将服务器唯一ID
    public long sid;
    //  武将配置表ID
    public int heroId;
    //  武将等级
    public int heroLevel;
    //  武将星级
    public int heroStar;
    //  武将突破等级
    public int breakLevel;
    //  武将配置
    public HeroConfig heroConfig { get; private set; }
    public ItemModel itemHero;  //引用背包里的 数据同步
    public HeroCountry heroCountry
    {
@@ -27,6 +20,9 @@
        }
    }
    //  品质配置
    public HeroQualityConfig qualityConfig { get; private set; }
    public int Quality
    {
        get
@@ -35,61 +31,98 @@
        }
    }
#region 配置
    //  武将配置
    public HeroConfig heroConfig;
    //  觉醒配置
    public HeroAwakeConfig awakeConfig;
    //  突破配置
    public HeroBreakConfig breakConfig;
    //  羁绊配置
    public HeroFetterConfig fetterConfig;
    //  品质觉醒配置
    public HeroQualityAwakeConfig qualityAwakeConfig;
    //  品质配置
    public HeroQualityConfig qualityConfig;
    //  品质突破配置
    public HeroQualityBreakConfig qualityBreakConfig;
    //  天赋配置
    public HeroTalentConfig talentConfig;
#endregion 配置
    public HeroSkillMgr heroSkillMgr;
    public HeroInfo(CB122_tagSCHeroInfo.tagSCHero scHeroInfo, ItemModel itemHero)
    //  武将等级
    public int heroLevel
    {
        heroSkillMgr = new HeroSkillMgr(this);
        // HeroConfigUtility
// 71 # 英雄天赋ID列表
// 73 # 英雄天赋ID等级列表,对应71天赋ID的等级
// 75 # 英雄天赋洗炼锁定索引列表,对应71天赋ID索引
// 77 # 英雄天赋洗炼随机ID列表
// 79 # 英雄觉醒时随机天赋选项ID列表
// 70 # 英雄等级
// 72 # 英雄星级
// 74 # 英雄突破等级
// 76 # 英雄觉醒等级
// 78 # 英雄使用的皮肤索引
// 80 # 主阵型上阵位置
        #region 皮肤
        // skinConfig
        #endregion 皮肤
        #region 天赋
        #endregion 天赋
        get
        {
            if (itemHero == null)
                return 0;
            return itemHero.GetUseDataFirstValue(70);
        }
    }
    // 优先功能提醒类型:1觉醒 2升级 3突破 4升星
    // 优先顺序:
    public int funcState
    {
        get
        {
            return 0;
        }
    }
    public bool isLock
    {
        get
        {
            return itemHero.itemInfo.isLock;
        }
    }
    //已学习的所有技能取最高级的技能
    Dictionary<int, int> allSkillTypeIDToID = new Dictionary<int, int>();  //技能类型ID:  最高技能ID
    public HeroInfo(ItemModel _itemHero)
    {
        UpdateHero(_itemHero);
    }
    public void UpdateHero(ItemModel _itemHero)
    {
        itemHero = _itemHero;
        // HeroConfigUtility
        heroId = itemHero.config.ID;
        InitConfigs();
        CalculateProperties();
        // //  羁绊
        // fetterInfoList.Clear();
        // for (int i = 0; i < heroConfig.FetterIDList.Length; i++)
        // {
        //     fetterInfoList.Add(new HeroFetterInfo(this, heroConfig.FetterIDList[i]));
        // }
        // 80 # 主阵型上阵位置
    }
    protected void InitConfigs()
    {
        //  武将配置
        heroConfig = HeroConfig.Get(heroId);
        //  品质配置
        qualityConfig = HeroQualityConfig.Get(Quality);
        //  品质突破配置
        qualityBreakConfig = HeroQualityBreakConfig.GetQualityBreakConfig(Quality, breakLevel);
        breakConfig = HeroBreakConfig.GetHeroBreakConfig(heroId, breakLevel);
        awakeConfig = HeroAwakeConfig.GetHeroAwakeConfig(heroId, awakeLevel);
        qualityAwakeConfig = HeroQualityAwakeConfig.GetQualityAwakeConfig(Quality, awakeLevel);
    }
    //是否上x阵 服务端队伍
    public bool IsInTeamByTeamType(TeamType teamType)
    {
        return TeamManager.Instance.GetTeam(teamType).HasHeroInServer(itemHero.guid);
    }
    public long GetSkillsFightPower()
    {
        long fightPower = 0;
        foreach (var skillID in allSkillTypeIDToID.Values)
        {
            fightPower += SkillConfig.Get(skillID).FightPower;
        }
        return fightPower;
    }
}