| | |
| | | fightPropertyFormula = config.Numerical2; |
| | | fightPowerFormula = config.Numerical3; |
| | | skillFightPowerFormula = config.Numerical4; |
| | | JaceCalculator.Init(); |
| | | } |
| | | |
| | | #region 初始化战力计算的信息 |
| | |
| | | { |
| | | return 0; |
| | | } |
| | | return HeroUIManager.Instance.bookPer; |
| | | return HeroUIManager.Instance.allHeroBookPer; |
| | | } |
| | | |
| | | int GetCountryPer(int attrType) |
| | |
| | | } |
| | | if (config.showType == 1) |
| | | { |
| | | fightPowerVariables[config.Parameter] = (ulong)GetPropertyVaule(config.ID, hero, propertyFormula); |
| | | fightPowerVariables[config.Parameter] = GetPropertyVaule(config.ID, hero, propertyFormula); |
| | | } |
| | | else |
| | | { |
| | | fightPowerVariables[config.Parameter] = (ulong)GetPropertyVaule(config.ID, hero, fightPropertyFormula); |
| | | fightPowerVariables[config.Parameter] = GetPropertyVaule(config.ID, hero, fightPropertyFormula); |
| | | } |
| | | } |
| | | |
| | |
| | | #endregion |
| | | |
| | | |
| | | public Dictionary<int, long> GetHeroTotalAttr(HeroInfo hero) |
| | | { |
| | | |
| | | Dictionary<int, long> tmpAttrs = new Dictionary<int, long>(); |
| | | hero.RefreshFetterAttrsWhenCalcPower(TeamType.Story); //羁绊属性要实时算 |
| | | |
| | | #if UNITY_EDITOR |
| | | propertyStrForDebug = ""; |
| | | #endif |
| | | |
| | | foreach (var config in PlayerPropertyConfig.GetValues()) |
| | | { |
| | | if (config.showType < 1 || config.showType > 4) |
| | | { |
| | | continue; |
| | | } |
| | | if (config.showType == 1) |
| | | { |
| | | tmpAttrs[config.ID] = (long)GetPropertyVaule(config.ID, hero, propertyFormula); |
| | | } |
| | | else |
| | | { |
| | | tmpAttrs[config.ID] = (long)GetPropertyVaule(config.ID, hero, fightPropertyFormula); |
| | | } |
| | | } |
| | | #if UNITY_EDITOR |
| | | Debug.Log($"战力:武将ID {hero.heroId} 属性信息 {propertyStrForDebug}"); |
| | | #endif |
| | | return tmpAttrs; |
| | | } |
| | | } |
| | | |
| | | |