yyl
2 天以前 b9b99206a9cf1af282e6bac5deb8470ccb56f23b
Merge branch 'master' of http://192.168.1.20:10010/r/Project_SG_scripts
7个文件已修改
45 ■■■■ 已修改文件
Main/Config/Configs/FightPowerRatioConfig.cs 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/ClientPack/CB2_NewFunction/CB203_tagCSHorseSkinOP.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/ServerPack/HA3_Function/HA304_tagSCHorseSkinInfo.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleField/OperationAgent/HandModeOperationAgent.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Equip/EquipModel.cs 17 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/FightPowerFormula.cs 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/FightPowerManager.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Config/Configs/FightPowerRatioConfig.cs
@@ -1,6 +1,6 @@
//--------------------------------------------------------
//    [Author]:           YYL
//    [  Date ]:           Friday, August 22, 2025
//    [  Date ]:           2025年11月17日
//--------------------------------------------------------
using System.Collections.Generic;
@@ -58,6 +58,8 @@
    public float WuFinalDamPerDefRatio;
    public float QunFinalDamPerRatio;
    public float QunFinalDamPerDefRatio;
    public float ArenaDamPerRatio;
    public float ArenaDamPerDefRatio;
    public override int LoadKey(string _key)
    {
@@ -152,6 +154,10 @@
            float.TryParse(tables[40],out QunFinalDamPerRatio); 
            float.TryParse(tables[41],out QunFinalDamPerDefRatio); 
            float.TryParse(tables[42],out ArenaDamPerRatio);
            float.TryParse(tables[43],out ArenaDamPerDefRatio);
        }
        catch (Exception exception)
        {
Main/Core/NetworkPackage/ClientPack/CB2_NewFunction/CB203_tagCSHorseSkinOP.cs
@@ -5,7 +5,7 @@
public class CB203_tagCSHorseSkinOP : GameNetPackBasic {
    public byte OPType;    // 操作 1-激活;2-佩戴;3-升星
    public byte SkinID;    // 外观ID,佩戴时发0即为卸下
    public ushort SkinID;    // 外观ID,佩戴时发0即为卸下
    public CB203_tagCSHorseSkinOP () {
        combineCmd = (ushort)0x03FE;
@@ -14,7 +14,7 @@
    public override void WriteToBytes () {
        WriteBytes (OPType, NetDataType.BYTE);
        WriteBytes (SkinID, NetDataType.BYTE);
        WriteBytes (SkinID, NetDataType.WORD);
    }
}
Main/Core/NetworkPackage/ServerPack/HA3_Function/HA304_tagSCHorseSkinInfo.cs
@@ -16,7 +16,7 @@
        HorseSkinList = new tagSCHorseSkin[Count];
        for (int i = 0; i < Count; i ++) {
            HorseSkinList[i] = new tagSCHorseSkin();
            TransBytes (out HorseSkinList[i].HorseSkinID, vBytes, NetDataType.BYTE);
            TransBytes (out HorseSkinList[i].HorseSkinID, vBytes, NetDataType.WORD);
            TransBytes (out HorseSkinList[i].State, vBytes, NetDataType.BYTE);
            TransBytes (out HorseSkinList[i].EndTime, vBytes, NetDataType.DWORD);
            TransBytes (out HorseSkinList[i].Star, vBytes, NetDataType.BYTE);
@@ -24,7 +24,7 @@
    }
    public class tagSCHorseSkin {
        public byte HorseSkinID;        //坐骑外观ID
        public ushort HorseSkinID;        //坐骑外观ID
        public byte State;        //是否已激活
        public uint EndTime;        //到期时间戳,0为永久
        public byte Star;        //星级
Main/System/Battle/BattleField/OperationAgent/HandModeOperationAgent.cs
@@ -18,7 +18,7 @@
        base.Run();
        if (autoNext)
        {
            if (Time.time - lastTime < 0.1f)
            if (Time.time - lastTime < 0.2f)
                return;
            lastTime = Time.time;
            if (storyBattleField.RequestFight())
Main/System/Equip/EquipModel.cs
@@ -24,7 +24,7 @@
    public int[] equipUIGirdEffects;  //装备格子特效
    public ItemModel selectFloorEquip; //选中的地板装备
    public int lastShowEquipIndex = -1;  //上一次界面显示装备的索引,拾取后物品消失需记录下做表现
    public Queue<int> waitEquipOP = new Queue<int>();    //等待操作的装备,需要和UI交互确认 不含分解
    public Queue<string> waitEquipOP = new Queue<string>();    //等待操作的装备,需要和UI交互确认 不含分解
    public List<int> lastDropIndexs = new List<int>(); //上一次掉落物品索引
@@ -356,7 +356,11 @@
        }
        // 好几件装备需要处理的情况存起来
        waitEquipOP.Enqueue(equip.gridIndex);
        if (!waitEquipOP.Contains(equip.guid))
        {
            //检测时机频繁,导致重复推送,需要检测过滤,对应Dequeue 也做一次检测
            waitEquipOP.Enqueue(equip.guid);
        }
        //未回复装备操作结果,否则会显示旧装备
        if (waitEquipOPPack)
        {
@@ -404,8 +408,13 @@
            return null;
        }
        return PackManager.Instance.GetItemByIndex(PackType.DropItem, waitEquipOP.Dequeue());
        var item = PackManager.Instance.GetItemByGuid(waitEquipOP.Dequeue());
        if (item != null && item.packType == PackType.DropItem)
        {
            return item;
        }
        // Debug.LogError("GetSelectFloorEquip: 没有找到可选装备, 该装备已经转移");
        return null;
    }
Main/System/Main/FightPowerFormula.cs
@@ -7,7 +7,7 @@
    // 战斗属性公式
    // (lvValue+equipValue+bookValue+realmValue+gubaoValue+hjgValue+horseValue)+(heroSelfValue+lineupHaloValue+starTalentValue+breakLVValue+awakeTalentValue)+fetterValue
    // 战斗力公式
    // long(Atk*AtkRatio+MaxHP*MaxHPRatio+Def*DefRatio+(StunRate*StunRateRatio+SuperHitRate*SuperHitRateRatio+ComboRate*ComboRateRatio+MissRate*MissRateRatio+ParryRate*ParryRateRatio+SuckHPPer*SuckHPPerRatio+StunRateDef*StunRateDefRatio+SuperHitRateDef*SuperHitRateDefRatio+ComboRateDef*ComboRateDefRatio+MissRateDef*MissRateDefRatio+ParryRateDef*ParryRateDefRatio+SuckHPPerDef*SuckHPPerDefRatio+FinalDamPer*FinalDamPerRatio+FinalDamPerDef*FinalDamPerDefRatio+PhyDamPer*PhyDamPerRatio+PhyDamPerDef*PhyDamPerDefRatio+MagDamPer*MagDamPerRatio+MagDamPerDef*MagDamPerDefRatio+NormalSkillPer*NormalSkillPerRatio+NormalSkillPerDef*NormalSkillPerDefRatio+AngerSkillPer*AngerSkillPerRatio+AngerSkillPerDef*AngerSkillPerDefRatio+SuperDamPer*SuperDamPerRatio+SuperDamPerDef*SuperDamPerDefRatio+CurePer*CurePerRatio+CurePerDef*CurePerDefRatio+ShieldPer*ShieldPerRatio+ShieldPerDef*ShieldPerDefRatio+DOTPer*DOTPerRatio+DOTPerDef*DOTPerDefRatio+WeiFinalDamPer*WeiFinalDamPerRatio+WeiFinalDamPerDef*WeiFinalDamPerDefRatio+ShuFinalDamPer*ShuFinalDamPerRatio+ShuFinalDamPerDef*ShuFinalDamPerDefRatio+WuFinalDamPer*WuFinalDamPerRatio+WuFinalDamPerDef*WuFinalDamPerDefRatio+QunFinalDamPer*QunFinalDamPerRatio+QunFinalDamPerDef*QunFinalDamPerDefRatio)/100.0-55000)
    // long(Atk*AtkRatio+MaxHP*MaxHPRatio+Def*DefRatio+(StunRate*StunRateRatio+SuperHitRate*SuperHitRateRatio+ComboRate*ComboRateRatio+MissRate*MissRateRatio+ParryRate*ParryRateRatio+SuckHPPer*SuckHPPerRatio+StunRateDef*StunRateDefRatio+SuperHitRateDef*SuperHitRateDefRatio+ComboRateDef*ComboRateDefRatio+MissRateDef*MissRateDefRatio+ParryRateDef*ParryRateDefRatio+SuckHPPerDef*SuckHPPerDefRatio+FinalDamPer*FinalDamPerRatio+FinalDamPerDef*FinalDamPerDefRatio+PhyDamPer*PhyDamPerRatio+PhyDamPerDef*PhyDamPerDefRatio+MagDamPer*MagDamPerRatio+MagDamPerDef*MagDamPerDefRatio+NormalSkillPer*NormalSkillPerRatio+NormalSkillPerDef*NormalSkillPerDefRatio+AngerSkillPer*AngerSkillPerRatio+AngerSkillPerDef*AngerSkillPerDefRatio+SuperDamPer*SuperDamPerRatio+SuperDamPerDef*SuperDamPerDefRatio+CurePer*CurePerRatio+CurePerDef*CurePerDefRatio+ShieldPer*ShieldPerRatio+ShieldPerDef*ShieldPerDefRatio+DOTPer*DOTPerRatio+DOTPerDef*DOTPerDefRatio+WeiFinalDamPer*WeiFinalDamPerRatio+WeiFinalDamPerDef*WeiFinalDamPerDefRatio+ShuFinalDamPer*ShuFinalDamPerRatio+ShuFinalDamPerDef*ShuFinalDamPerDefRatio+WuFinalDamPer*WuFinalDamPerRatio+WuFinalDamPerDef*WuFinalDamPerDefRatio+QunFinalDamPer*QunFinalDamPerRatio+QunFinalDamPerDef*QunFinalDamPerDefRatio+ArenaDamPer*ArenaDamPerRatio+ArenaDamPerDef*ArenaDamPerDefRatio)/100.0-55000)
    // 技能战斗力公式
    // SkillPower*OfficialLV
@@ -143,8 +143,12 @@
        double QunFinalDamPerRatio = variables["QunFinalDamPerRatio"];
        double QunFinalDamPerDef = variables["QunFinalDamPerDef"];
        double QunFinalDamPerDefRatio = variables["QunFinalDamPerDefRatio"];
        double ArenaDamPer = variables["ArenaDamPer"];
        double ArenaDamPerRatio = variables["ArenaDamPerRatio"];
        double ArenaDamPerDef = variables["ArenaDamPerDef"];
        double ArenaDamPerDefRatio = variables["ArenaDamPerDefRatio"];
        return (long)(Atk*AtkRatio+MaxHP*MaxHPRatio+Def*DefRatio+(StunRate*StunRateRatio+SuperHitRate*SuperHitRateRatio+ComboRate*ComboRateRatio+MissRate*MissRateRatio+ParryRate*ParryRateRatio+SuckHPPer*SuckHPPerRatio+StunRateDef*StunRateDefRatio+SuperHitRateDef*SuperHitRateDefRatio+ComboRateDef*ComboRateDefRatio+MissRateDef*MissRateDefRatio+ParryRateDef*ParryRateDefRatio+SuckHPPerDef*SuckHPPerDefRatio+FinalDamPer*FinalDamPerRatio+FinalDamPerDef*FinalDamPerDefRatio+PhyDamPer*PhyDamPerRatio+PhyDamPerDef*PhyDamPerDefRatio+MagDamPer*MagDamPerRatio+MagDamPerDef*MagDamPerDefRatio+NormalSkillPer*NormalSkillPerRatio+NormalSkillPerDef*NormalSkillPerDefRatio+AngerSkillPer*AngerSkillPerRatio+AngerSkillPerDef*AngerSkillPerDefRatio+SuperDamPer*SuperDamPerRatio+SuperDamPerDef*SuperDamPerDefRatio+CurePer*CurePerRatio+CurePerDef*CurePerDefRatio+ShieldPer*ShieldPerRatio+ShieldPerDef*ShieldPerDefRatio+DOTPer*DOTPerRatio+DOTPerDef*DOTPerDefRatio+WeiFinalDamPer*WeiFinalDamPerRatio+WeiFinalDamPerDef*WeiFinalDamPerDefRatio+ShuFinalDamPer*ShuFinalDamPerRatio+ShuFinalDamPerDef*ShuFinalDamPerDefRatio+WuFinalDamPer*WuFinalDamPerRatio+WuFinalDamPerDef*WuFinalDamPerDefRatio+QunFinalDamPer*QunFinalDamPerRatio+QunFinalDamPerDef*QunFinalDamPerDefRatio)/100.0-55000);
        return (long)(Atk*AtkRatio+MaxHP*MaxHPRatio+Def*DefRatio+(StunRate*StunRateRatio+SuperHitRate*SuperHitRateRatio+ComboRate*ComboRateRatio+MissRate*MissRateRatio+ParryRate*ParryRateRatio+SuckHPPer*SuckHPPerRatio+StunRateDef*StunRateDefRatio+SuperHitRateDef*SuperHitRateDefRatio+ComboRateDef*ComboRateDefRatio+MissRateDef*MissRateDefRatio+ParryRateDef*ParryRateDefRatio+SuckHPPerDef*SuckHPPerDefRatio+FinalDamPer*FinalDamPerRatio+FinalDamPerDef*FinalDamPerDefRatio+PhyDamPer*PhyDamPerRatio+PhyDamPerDef*PhyDamPerDefRatio+MagDamPer*MagDamPerRatio+MagDamPerDef*MagDamPerDefRatio+NormalSkillPer*NormalSkillPerRatio+NormalSkillPerDef*NormalSkillPerDefRatio+AngerSkillPer*AngerSkillPerRatio+AngerSkillPerDef*AngerSkillPerDefRatio+SuperDamPer*SuperDamPerRatio+SuperDamPerDef*SuperDamPerDefRatio+CurePer*CurePerRatio+CurePerDef*CurePerDefRatio+ShieldPer*ShieldPerRatio+ShieldPerDef*ShieldPerDefRatio+DOTPer*DOTPerRatio+DOTPerDef*DOTPerDefRatio+WeiFinalDamPer*WeiFinalDamPerRatio+WeiFinalDamPerDef*WeiFinalDamPerDefRatio+ShuFinalDamPer*ShuFinalDamPerRatio+ShuFinalDamPerDef*ShuFinalDamPerDefRatio+WuFinalDamPer*WuFinalDamPerRatio+WuFinalDamPerDef*WuFinalDamPerDefRatio+QunFinalDamPer*QunFinalDamPerRatio+QunFinalDamPerDef*QunFinalDamPerDefRatio+ArenaDamPer*ArenaDamPerRatio+ArenaDamPerDef*ArenaDamPerDefRatio)/100.0-55000);
    }
    public static double GetSkillsFightPower(Dictionary<string, double> variables)
Main/System/Main/FightPowerManager.cs
@@ -502,6 +502,8 @@
        fightPowerVariables["MagDamPerDefRatio"] = fightPowerRatioConfig.MagDamPerDefRatio;
        fightPowerVariables["CurePerRatio"] = fightPowerRatioConfig.CurePerRatio;
        fightPowerVariables["CurePerDefRatio"] = fightPowerRatioConfig.CurePerDefRatio;
        fightPowerVariables["ArenaDamPerRatio"] = fightPowerRatioConfig.ArenaDamPerRatio;
        fightPowerVariables["ArenaDamPerDefRatio"] = fightPowerRatioConfig.ArenaDamPerDefRatio;
        long fightPower;
        if (useFormulaType == 0)