| | |
| | | } |
| | | |
| | | #region 初始化战力计算的信息 |
| | | TeamType teamTypeCalc = TeamType.Story; //不同阵容战力不同 |
| | | int teamTypeCalc = 1; //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 |
| | | |
| | |
| | | /// <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) |
| | | public void InitFightPowerParam(int teamType = 1, int dropindex = -1, bool ispreview = false) |
| | | { |
| | | #if !UNITY_EDITOR |
| | | openLog = false; |
| | |
| | | public long GetHeroFightPower(HeroInfo heroInfo) |
| | | { |
| | | bool ispreview = false; |
| | | var team = TeamManager.Instance.GetTeam(TeamType.Story); |
| | | var team = TeamManager.Instance.GetTeam(TeamManager.Instance.GetMainTeamID()); |
| | | if (!team.HasHero(heroInfo.itemHero.guid)) |
| | | { |
| | | //替换上阵位置 |
| | |
| | | |
| | | |
| | | //查看阵容战力 |
| | | public long GetTeamFightPower(TeamType team, bool isPreview) |
| | | public long GetTeamFightPower(int team, bool isPreview) |
| | | { |
| | | InitFightPowerParam(team, -1, isPreview); |
| | | return CalculatePower(); |
| | |
| | | { |
| | | |
| | | Dictionary<int, long> tmpAttrs = new Dictionary<int, long>(); |
| | | hero.RefreshFetterAttrsWhenCalcPower(TeamType.Story); //羁绊属性要实时算 |
| | | hero.RefreshFetterAttrsWhenCalcPower(TeamManager.Instance.GetMainTeamID()); //羁绊属性要实时算 |
| | | |
| | | #if UNITY_EDITOR |
| | | propertyStrForDebug = ""; |