yyl
2026-01-09 f90bcf177217ad0e104bc811d576c1517b79758e
Main/System/Main/FightPowerManager.cs
@@ -45,6 +45,8 @@
    private const string HERO_LV_VALUE = "heroLVValue";
    private const string HERO_LV_PER = "heroLVPer";
    private const string HERO_CARDPER = "cardPer";
    private const string DINGJUNGE_VALUE = "dingjungeValue";
    private const string DINGJUNGE_PER = "dingjungePer";
    // 战力变量常量
    private const string ATK_RATIO = "AtkRatio";
@@ -90,6 +92,12 @@
    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";
@@ -321,6 +329,9 @@
        propertyVariables[BEAUTY_PER] = BeautyMMManager.Instance.GetAttrPer(attrType) / 10000.0f;
        propertyVariables[FATES_VALUE] = HeroFatesManager.Instance.GetAttrValue(attrType);
        propertyVariables[FATES_PER] = HeroFatesManager.Instance.GetAttrPer(attrType) / 10000.0f;
        propertyVariables[DINGJUNGE_VALUE] = 0; //默认不需要加,爬塔特殊用,配合公式
        propertyVariables[DINGJUNGE_PER] = 0;   //默认不需要加,爬塔特殊用,配合公式
        //全体卡牌加成
        propertyVariables[HERO_CARDPER] = allHeroAddPer;
@@ -535,6 +546,11 @@
        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