Main/System/Main/FightPowerManager.cs
@@ -46,6 +46,7 @@
    private const string FETTER_PER = "fetterPer";
    private const string HERO_LV_VALUE = "heroLVValue";
    private const string HERO_LV_PER = "heroLVPer";
    private const string HERO_CARDPER = "cardPer";
    // 战力变量常量
    private const string ATK_RATIO = "AtkRatio";
@@ -143,8 +144,10 @@
    //分开存储预览和 真实属性
    public Dictionary<int, int> equipAttrs = new Dictionary<int, int>();   //装备属性
    public Dictionary<string, int> lineUpPerDict = new Dictionary<string, int>();  //阵容属性加成
    // public Dictionary<string, int> lineUpPerDict = new Dictionary<string, int>();  //阵容属性加成
    public Dictionary<int, int> countryAttrs = new Dictionary<int, int>();   //阵容国家(光环)属性
    float allHeroAddPer = 0;  //所有武将加成
    //等级属性
    void RefreshLVAttrs()
@@ -259,8 +262,8 @@
    {
        //阵容属性
        // 阵容:所有武将上阵属性
        lineUpPerDict = HeroUIManager.Instance.GetLineupPer(teamTypeCalc, isPreviewTeamPower);
        // lineUpPerDict = HeroUIManager.Instance.GetLineupPer(teamTypeCalc, isPreviewTeamPower);
        allHeroAddPer = HeroUIManager.Instance.GetAllHeroPer() / 10000.0f;
#if UNITY_EDITOR
        // Debug.Log("战力:上阵属性 " + JsonMapper.ToJson(lineUpPerDict));
#endif
@@ -302,10 +305,10 @@
        
        propertyVariables[LV_VALUE] = lvAttrs.ContainsKey(attrType) ? lvAttrs[attrType] : 0;
        propertyVariables[EQUIP_VALUE] = equipAttrs.ContainsKey(attrType) ? equipAttrs[attrType] : 0;
        propertyVariables[BOOK_VALUE] = 0;
        // propertyVariables[BOOK_VALUE] = 0;
        propertyVariables[REALM_VALUE] = officialAttrs.ContainsKey(attrType) ? officialAttrs[attrType] : 0;
        propertyVariables[REALM_PER] = GetOfficialPer(attrType) / 10000.0f;
        propertyVariables[BOOK_PER] = GetBookPer(attrType) / 10000.0f;
        // propertyVariables[BOOK_PER] = GetBookPer(attrType) / 10000.0f;
        propertyVariables[GUBAO_VALUE] = 0;
        propertyVariables[GUBAO_PER] = 0;
        propertyVariables[HJG_VALUE] = PhantasmPavilionManager.Instance.GetAttrValue(attrType);
@@ -315,11 +318,13 @@
        propertyVariables[BEAUTY_VALUE] = 0;
        propertyVariables[BEAUTY_PER] = 0;
        //全体卡牌加成
        propertyVariables[HERO_CARDPER] = allHeroAddPer;
        //!!!单武将战力预览的话需要排除队伍影响战力,只算武将自身的上阵属性
        propertyVariables[LINEUP_INIT_ADD_PER] = GetLineUpPer(attrType, LINEUP_INIT_ADD_PER) / 10000.0f;
        propertyVariables[LINEUP_LV_ADD_PER] = GetLineUpPer(attrType, LINEUP_LV_ADD_PER) / 10000.0f;
        propertyVariables[LINEUP_BREAK_LV_ADD_PER] = GetLineUpPer(attrType, LINEUP_BREAK_LV_ADD_PER) / 10000.0f;
        propertyVariables[LINEUP_STAR_ADD_PER] = GetLineUpPer(attrType, LINEUP_STAR_ADD_PER) / 10000.0f;
        // propertyVariables[LINEUP_INIT_ADD_PER] = GetLineUpPer(attrType, LINEUP_INIT_ADD_PER) / 10000.0f;
        // propertyVariables[LINEUP_LV_ADD_PER] = GetLineUpPer(attrType, LINEUP_LV_ADD_PER) / 10000.0f;
        // propertyVariables[LINEUP_BREAK_LV_ADD_PER] = GetLineUpPer(attrType, LINEUP_BREAK_LV_ADD_PER) / 10000.0f;
        // propertyVariables[LINEUP_STAR_ADD_PER] = GetLineUpPer(attrType, LINEUP_STAR_ADD_PER) / 10000.0f;
        //阵容光环 三围百分比加成
        propertyVariables[LINEUP_HALO_VALUE] = countryAttrs.ContainsKey(attrType) ? countryAttrs[attrType] : 0;
@@ -354,24 +359,24 @@
    int GetLineUpPer(int attrType, string key)
    {
        if (!PlayerPropertyConfig.baseAttrs.Contains(attrType))
        {
            return 0;
        }
    // int GetLineUpPer(int attrType, string key)
    // {
    //     if (!PlayerPropertyConfig.baseAttrs.Contains(attrType))
    //     {
    //         return 0;
    //     }
        return lineUpPerDict[key];
    }
    //     return lineUpPerDict[key];
    // }
    int GetBookPer(int attrType)
    {
        if (!PlayerPropertyConfig.baseAttrs.Contains(attrType))
        {
            return 0;
        }
        return HeroUIManager.Instance.allHeroBookPer;
    }
    // int GetBookPer(int attrType)
    // {
    //     if (!PlayerPropertyConfig.baseAttrs.Contains(attrType))
    //     {
    //         return 0;
    //     }
    //     return HeroUIManager.Instance.allHeroBookPer;
    // }
    int GetOfficialPer(int attrType)
    {