hch
2026-01-06 eec98b84cf1a36de73e4c5eeb71011e4634accdb
Main/System/Main/FightPowerManager.cs
@@ -90,6 +90,12 @@
    private const string CURE_PER_DEF_RATIO = "CurePerDefRatio";
    private const string PVP_DAM_PER_RATIO = "PVPDamPerRatio";
    private const string PVP_DAM_PER_DEF_RATIO = "PVPDamPerDefRatio";
    private const string GUANCHUAN_RATIO = "GuanchuanRatio";
    private const string GUANCHUAN_DEF_RATIO = "GuanchuanDefRatio";
    private const string ZHAOJIA_RATIO = "ZhaojiaRatio";
    private const string ZHAOJIA_DEF_RATIO = "ZhaojiaDefRatio";
    private const string PLAYER_LV = "PlayerLV";
    private const string OFFICIAL_LV = "OfficialLV";
    private const string SKILL_POWER = "SkillPower";
@@ -535,6 +541,11 @@
        fightPowerVariables[CURE_PER_DEF_RATIO] = fightPowerRatioConfig.CurePerDefRatio;
        fightPowerVariables[PVP_DAM_PER_RATIO] = fightPowerRatioConfig.PVPDamPerRatio;
        fightPowerVariables[PVP_DAM_PER_DEF_RATIO] = fightPowerRatioConfig.PVPDamPerDefRatio;
        fightPowerVariables[GUANCHUAN_RATIO] = fightPowerRatioConfig.GuanchuanRatio;
        fightPowerVariables[GUANCHUAN_DEF_RATIO] = fightPowerRatioConfig.GuanchuanDefRatio;
        fightPowerVariables[ZHAOJIA_RATIO] = fightPowerRatioConfig.ZhaojiaRatio;
        fightPowerVariables[ZHAOJIA_DEF_RATIO] = fightPowerRatioConfig.ZhaojiaDefRatio;
        long fightPower = (long)FightPowerFormula.GetFightPower(fightPowerVariables);
#if UNITY_EDITOR