| | |
| | | |
| | | using UnityEngine; |
| | | using UnityEngine.PlayerLoop; |
| | | |
| | | public partial class TeamHero |
| | | { |
| | |
| | | public TeamBase teamBase; |
| | | public int heroIndex; |
| | | |
| | | // 战场数据 |
| | | public uint ObjID = 0;// 战斗单位唯一ID |
| | | |
| | | public uint NPCID = 0;// 战斗NPCID,不同的实例ID对应的NPCID可能一样 |
| | | |
| | | |
| | | public TeamHero() |
| | | { |
| | | |
| | | } |
| | | |
| | | public TeamHero(HB424_tagSCTurnFightInit.tagSCTurnFightObj fightObj, TeamBase _teamBase) |
| | | { |
| | | heroInfo = new HeroInfo(fightObj); |
| | | teamBase = _teamBase; |
| | | if (fightObj.PosNum < 0 || fightObj.PosNum >= TeamConst.MaxTeamSlotCount) |
| | | { |
| | | Debug.LogError("Invalid PosNum: " + fightObj.PosNum); |
| | | } |
| | | else |
| | | { |
| | | teamBase.teamHeros[fightObj.PosNum] = this; // 将当前对象添加到对应位置 |
| | | } |
| | | |
| | | ObjID = fightObj.ObjID; |
| | | NPCID = fightObj.NPCID; |
| | | |
| | | // HPEx * 1亿 + HP |
| | | |
| | | curHp = (long)fightObj.HPEx * GeneralDefine.HundredMillion +(long)fightObj.HP; |
| | | maxHp = (long)fightObj.MaxHPEx * GeneralDefine.HundredMillion +(long)fightObj.MaxHP; |
| | | rage = (int)fightObj.AngreXP; |
| | | |
| | | heroIndex = fightObj.PosNum; |
| | | |
| | | Update(); |
| | | } |
| | | |
| | | public void Update() |
| | | { |
| | | |
| | | } |
| | | |
| | | // 最终属性 当前属性应该是要在这一层的 |
| | | |
| | | public int GetPower() |
| | | { |
| | | return heroInfo.CalculatePower(); |
| | | } |
| | | public int GetPower() |
| | | { |
| | | return heroInfo.CalculatePower(); |
| | | } |
| | | } |