yyl
5 天以前 c124d98bdf9659cf764bebb799bee42c30eb152f
Main/System/Main/AutoFightModel.cs
@@ -7,7 +7,7 @@
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
@@ -17,7 +17,9 @@
        }
        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);
        }
    }
@@ -82,17 +84,18 @@
    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);
    }
@@ -184,14 +187,14 @@
            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
@@ -257,26 +260,7 @@
        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