| | |
| | | using UnityEngine; |
| | | public class AutoFightModel : GameSystemManager<AutoFightModel> |
| | | { |
| | | //战斗倍数:值越大越快,影响战斗表现,掉落速度等 |
| | | //战斗倍数:值越大越快,影响战斗表现,掉落速度等,这里的倍数是索引,对应配置里的实际速率 |
| | | public int fightSpeed |
| | | { |
| | | get |
| | |
| | | } |
| | | set |
| | | { |
| | | QuickSetting.Instance.SetQuickSetting(QuickSettingType.AutoFight_Speed, value); |
| | | var num = Math.Max(1, value); |
| | | BattleManager.Instance.storyBattleField.SetSpeedRatio(BattleManager.Instance.speedGear[num - 1]); |
| | | QuickSetting.Instance.SetQuickSetting(QuickSettingType.AutoFight_Speed, num); |
| | | } |
| | | } |
| | | |
| | |
| | | } |
| | | |
| | | //自动模式, 真正点击战锤消耗开启,和休息(或无材料)停止 |
| | | public bool isPause = false; //如打BOSS的情况,暂停自动战斗 后续可以补充每X秒检测下是否有异常 |
| | | bool m_IsAutoAttack = false; |
| | | public bool isAutoAttack |
| | | { |
| | |
| | | |
| | | public event Action ChangeAutoEvent; |
| | | |
| | | public int maxSpeed = 3; //最高速度 |
| | | public int maxSpeed = 3; //最高速度 索引 |
| | | public int maxCost; //最高消耗 |
| | | public int[] autoCostWithBlessLV; //自动战斗消耗倍数关联祝福等级 |
| | | public int speed2UnlockMissionID; |
| | | public int speed3UnlockCTGID; |
| | | |
| | | public override void Init() |
| | | { |
| | | ParseConfig(); |
| | | DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += BeforePlayerInit; |
| | | BattleManager.Instance.onBattleFieldCreate += OnCreateBattleField; |
| | | |
| | | EventBroadcast.Instance.AddListener<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, OnSkillCast); |
| | | |
| | | } |
| | |
| | | { |
| | | BattleManager.Instance.onBattleFieldCreate -= OnCreateBattleField; |
| | | DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= BeforePlayerInit; |
| | | |
| | | |
| | | } |
| | | |
| | |
| | | if (storyBattleField != null && storyBattleField.GetBattleMode() != BattleMode.Stop) |
| | | { |
| | | //战斗中改变模式 |
| | | isAutoAttack = isAutoAttackSet; |
| | | storyBattleField.AutoSetBattleMode(); |
| | | } |
| | | |
| | |
| | | return; |
| | | } |
| | | |
| | | if (!ItemLogicUtility.CheckCurrencyCount(41, PlayerDatas.Instance.baseData.UseHarmerCount, 2)) |
| | | if (!UIHelper.CheckMoneyCount(41, PlayerDatas.Instance.baseData.UseHarmerCount, 2)) |
| | | { |
| | | if (storyBattleField.GetBattleMode() != BattleMode.Stop) |
| | | storyBattleField.HaveRest(); |
| | | return; |
| | | } |
| | | |
| | | |
| | | BattleManager.Instance.storyBattleField.SetSpeedRatio(BattleManager.Instance.speedGear[fightSpeed - 1]); |
| | | isAutoAttack = isAutoAttackSet; |
| | | |
| | | //手动会一直进入这个逻辑, 自动触发一次 |
| | |
| | | OnFightEvent?.Invoke(true); |
| | | } |
| | | |
| | | public bool CanChallengeBoss() |
| | | { |
| | | //最后一波通过,且当前波还是最后一波;倒退只倒退波不会倒退关卡 |
| | | if (PlayerDatas.Instance.baseData.ExAttr2 != PlayerDatas.Instance.baseData.ExAttr1) |
| | | { |
| | | return false; |
| | | } |
| | | var value = PlayerDatas.Instance.baseData.ExAttr2; |
| | | var chapterID = value / 10000; |
| | | var levelNum = value % 10000 / 100; |
| | | var waveID = value % 100; |
| | | |
| | | var config = MainLevelConfig.GetMainLevelConfig(chapterID, levelNum); |
| | | if (waveID < MainLevelConfig.GetwaveCount(config)) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | return true; |
| | | } |
| | | |
| | | #endregion |
| | | |