hch
5 小时以前 75c4861be8567f6705af1c71e11ba8555d9ed6a2
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);
        }
    }
@@ -36,7 +38,22 @@
    }
    //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 isAutoAttack = false;
    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
    {
        get
        {
            return m_IsAutoAttack;
        }
        set
        {
            if (m_IsAutoAttack == value)
                return;
            m_IsAutoAttack = value;
            Debug.Log("isAutoAttack:" + m_IsAutoAttack);
        }
    }
    //是否开启自动战斗设置
    public bool isAutoAttackSet
@@ -67,26 +84,27 @@
    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();
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent += OnPlayerLoginOk;
        DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += BeforePlayerInit;
        BattleManager.Instance.onBattleFieldCreate += OnCreateBattleField;
        EventBroadcast.Instance.AddListener<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, OnSkillCast);
    }
    public override void Release()
    {
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent -= OnPlayerLoginOk;
        BattleManager.Instance.onBattleFieldCreate -= OnCreateBattleField;
        DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= BeforePlayerInit;
    }
@@ -99,10 +117,6 @@
        maxCost = autoCostWithBlessLV.Length;
    }
    void OnPlayerLoginOk()
    {
        //登录时有装备的处理
    }
    void BeforePlayerInit()
    {
@@ -123,6 +137,7 @@
        if (storyBattleField != null && storyBattleField.GetBattleMode() != BattleMode.Stop)
        {
            //战斗中改变模式
            isAutoAttack = isAutoAttackSet;
            storyBattleField.AutoSetBattleMode();
        }
@@ -172,17 +187,15 @@
            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;
        }
        if (isAutoAttackSet)
        {
            isAutoAttack = true;
        }
        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
        storyBattleField.AutoSetBattleMode();
@@ -225,6 +238,10 @@
        if (!string.IsNullOrEmpty(guid))
            return;
        //防范回收报错
        if (teamHero == null)
            return;
        //只通知玩家武将的战斗
        if (teamHero.NPCID != 0)
            return;