| Main/System/Main/FightPowerManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/OtherPlayerDetail/OtherHeroDetailWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/WarlordPavilion/WarlordPavilionManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/System/Main/FightPowerManager.cs
@@ -82,7 +82,7 @@ // 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 public Dictionary<int, long> minggeAttrs = new Dictionary<int, long>(); //命格属性 public Dictionary<int, long> djgAttrs = new Dictionary<int, long>(); //定军阁属性 double allHeroAddPer = 0; //所有武将加成 //等级属性 @@ -340,8 +340,10 @@ var beautyPer = BeautyMMManager.Instance.GetAttrPer(attrType) / 10000.0; var fatesValue = HeroFatesManager.Instance.GetAttrValue(attrType); var fatesPer = HeroFatesManager.Instance.GetAttrPer(attrType) / 10000.0; var dingjungeValue = 0; //默认不需要加,爬塔特殊用,配合公式 var dingjungePer = 0; //默认不需要加,爬塔特殊用,配合公式 djgAttrs.TryGetValue(attrType, out var dingjungeValue); var dingjungePer = GetAttrPer(attrType, djgAttrs) / 10000.0; //默认不需要加,爬塔特殊用,配合公式 minggeAttrs.TryGetValue(attrType, out var minggeValue); var minggePer = GetAttrPer(attrType, minggeAttrs) / 10000.0; @@ -397,7 +399,7 @@ var horseValue = HorseManager.Instance.GetAttrValue(attrType); var beautyValue = BeautyMMManager.Instance.GetAttrValue(attrType); var fatesValue = HeroFatesManager.Instance.GetAttrValue(attrType); var dingjungeValue = 0; //默认不需要加,爬塔特殊用,配合公式 djgAttrs.TryGetValue(attrType, out var dingjungeValue); minggeAttrs.TryGetValue(attrType, out var minggeValue); //阵容光环 三围百分比加成 @@ -487,7 +489,8 @@ RefreshOfficialAttrs(); RefrehEquipAttrs(); RefrehMinggeAttrs(); djgAttrs.Clear(); bool diffFP = lastFightPower != PlayerDatas.Instance.baseData.FightPower; //战力是否有变化 if (diffFP || calcType == 0) { @@ -812,6 +815,7 @@ RefrehMinggeAttrs(); RefrehEquipAttrs(); RefreshTeamAttrs(); djgAttrs.Clear(); var fightPower = CalculateTeamHeroPower(heroInfo); fightPower += GetMinggeSkillPower(); Main/System/OtherPlayerDetail/OtherHeroDetailWin.cs
@@ -82,8 +82,20 @@ return; } heroInfo.CalculateFightPower(); attrDict = FightPowerManager.Instance.GetHeroTotalAttr(heroInfo); DisplayByMyPack(heroInfo, data); if (data.battleName == BattleConst.WarlordPavilionBattleField) { FightPowerManager.Instance.djgAttrs = WarlordPavilionManager.Instance.GetAllAttrBonus(); attrDict = FightPowerManager.Instance.GetHeroTotalAttr(heroInfo); FightPowerManager.Instance.djgAttrs.Clear(); DisplayByMyPack(heroInfo, data); } else { attrDict = FightPowerManager.Instance.GetHeroTotalAttr(heroInfo); DisplayByMyPack(heroInfo, data); } } else { Main/System/WarlordPavilion/WarlordPavilionManager.cs
@@ -498,6 +498,31 @@ return SelectAuto == 1; } /// <summary> /// 获取当前加成的全体属性 /// </summary> /// <returns>属性加成字典,key为AttrID,value为累计的属性值</returns> public Dictionary<int, long> GetAllAttrBonus() { Dictionary<int, long> attrBonusDict = new Dictionary<int, long>(); if (EffList.IsNullOrEmpty()) return attrBonusDict; for (int i = 0; i < EffList.Length; i++) { var eff = EffList[i]; var config = FBDJGEffectConfig.Get(eff.EffID); if (config == null) continue; long bonusValue = (long)eff.EffLV * config.AttrValue; if (attrBonusDict.ContainsKey(config.AttrID)) attrBonusDict[config.AttrID] += bonusValue; else attrBonusDict[config.AttrID] = bonusValue; } return attrBonusDict; } // 是否可以快速挑战 public bool CanFastChallenge() {