50 【主界面】核心主体-npc阵容增加词条字段,主线关卡表 新增战力字段
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| | | //--------------------------------------------------------
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| | | // [Author]: YYL
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| | | // [ Date ]: 2025年8月5日
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| | | // [ Date ]: 2025年9月1日
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| | | //--------------------------------------------------------
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| | |
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| | | using System.Collections.Generic;
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| | |
| | | public int[] WaveLineupIDList6;
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| | | public int[] BossLineupIDList;
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| | | public int[][] AwardItemList;
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| | | public long FightPower;
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| | |
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| | | public override int LoadKey(string _key)
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| | | {
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| | |
| | | }
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| | |
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| | | AwardItemList = JsonMapper.ToObject<int[][]>(tables[10].Replace("(", "[").Replace(")", "]"));
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| | |
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| | | long.TryParse(tables[11],out FightPower); |
| | | }
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| | | catch (Exception exception)
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| | | {
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| | |
| | | //--------------------------------------------------------
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| | | // [Author]: YYL
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| | | // [ Date ]: 2025年8月5日
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| | | // [ Date ]: Monday, September 1, 2025
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| | | //--------------------------------------------------------
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| | |
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| | | using System.Collections.Generic;
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| | |
| | | public int PosNPCID6;
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| | | public int PosNPCID7;
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| | | public int BossID;
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| | | public int[] SkillIDExList;
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| | | public int SkillExCnt;
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| | |
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| | | public override int LoadKey(string _key)
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| | | {
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| | |
| | | int.TryParse(tables[7],out PosNPCID7);
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| | |
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| | | int.TryParse(tables[8],out BossID);
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| | |
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| | | if (tables[9].Contains("[")) |
| | | { |
| | | SkillIDExList = JsonMapper.ToObject<int[]>(tables[9]); |
| | | } |
| | | else |
| | | { |
| | | string[] SkillIDExListStringArray = tables[9].Trim().Split(StringUtility.splitSeparator,StringSplitOptions.RemoveEmptyEntries); |
| | | SkillIDExList = new int[SkillIDExListStringArray.Length]; |
| | | for (int i=0;i<SkillIDExListStringArray.Length;i++) |
| | | { |
| | | int.TryParse(SkillIDExListStringArray[i],out SkillIDExList[i]); |
| | | } |
| | | }
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| | |
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| | | int.TryParse(tables[10],out SkillExCnt); |
| | | }
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| | | catch (Exception exception)
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| | | {
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| | |
| | | { |
| | | if (PlayerDatas.Instance.PlayerId == vNetData.ObjID) |
| | | { |
| | | // 战斗中如果战锤消耗 界面自己去监听消息 |
| | | PlayerDatas.Instance.RefreshPlayerData(vNetData); |
| | | } |
| | | else |
| | |
| | | Register(typeof(HA338_tagMCInvestInfo), typeof(DTCA338_tagMCInvestInfo)); |
| | | Register(typeof(HB121_tagMCTreeInfo), typeof(DTCB121_tagMCTreeInfo)); |
| | | Register(typeof(HA720_tagMCCreateRoleAwardState), typeof(DTCA720_tagMCCreateRoleAwardState)); |
| | | Register(typeof(HB405_tagMCAddExp), typeof(DTCB405_tagMCAddExp)); |
| | | Register(typeof(HB123_tagSCDropBootyInfo), typeof(DTCB123_tagSCDropBootyInfo)); |
| | | } |
| | | |
| | | //主工程注册封包 |
| | |
| | | public override void OnTurnFightState(int turnNum, int State, int FuncLineID, JsonData extendData) |
| | | { |
| | | base.OnTurnFightState(turnNum, State, FuncLineID, extendData); |
| | | |
| | | RequestFight(); |
| | | } |
| | | |
| | | protected void OnTeamChange(TeamType teamType) |
| | |
| | | { |
| | | if (IsPause) |
| | | { |
| | | //外部控制 IsPause |
| | | //还需考虑其他不可战斗状况,主线的BOSS战斗也是另外一个场景且不能切出来 等跳过或者结束 |
| | | //外部统一控制 IsPause |
| | | return; |
| | | } |
| | | if (BattleManager.Instance.isWaitServerStory) |
| | |
| | | |
| | | // 请求下一个战斗包 或者检查战斗是否结束 |
| | | // ReqType; // 0-停止战斗回城;1-设置消耗倍值;2-挑战关卡小怪;3-挑战关卡boss;4-继续战斗; |
| | | // 战斗中只要一直发4就可以,需要发2的情况:休息转变为战斗 |
| | | // 需要发2的情况:休息转变为战斗 |
| | | // 进入休息的逻辑:1.主动点击 2.没有战锤 3.断线重连太久(约定1分钟)仍停留在游戏内 4.回到登录界面(含断线超时) |
| | | // 需要发4的情况:战场进行中都发4 |
| | | // 1.武将战斗有消耗锤子 |
| | | // 2.战斗结束,开始下一(小)波,此时发4 不扣锤子只有初始化战场 |
| | | // 3.挑战BOSS结束后 |
| | | // BOSS挑战说明:休息中挑战BOSS恢复到休息状态 不发包; |
| | | // 战斗中挑战BOSS恢复到战斗状态 发4包;服务端挑战boss已经清小怪场 |
| | | |
| | | BattleDebug.LogError("HandModeOperationAgent DoNext 3"); |
| | | byte reqType; |
| | |
| | | } |
| | | else |
| | | { |
| | | uieffect.Stop(); |
| | | uieffect.effectId = effectID; |
| | | //计算高度缩放比例 特效显示依赖rect的排版 |
| | | uieffect.transform.localScale = new Vector3(0.98f, bgRect.rect.height / uieffect.GetComponent<RectTransform>().rect.height, 1); |