yyl
2026-01-21 69fdc58cb97714f856df268f08451f2ba7e5ecf2
Main/System/Main/FightPowerManager.cs
@@ -120,7 +120,7 @@
    }
    #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
@@ -131,7 +131,7 @@
    /// <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;
@@ -608,7 +608,7 @@
    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
@@ -640,7 +640,7 @@
    //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();
@@ -652,7 +652,7 @@
    {
        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 = "";