hch
2026-01-06 eec98b84cf1a36de73e4c5eeb71011e4634accdb
0312 同步战力公式
2个文件已修改
25 ■■■■■ 已修改文件
Main/Config/Configs/FightPowerRatioConfig.cs 14 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/FightPowerManager.cs 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Config/Configs/FightPowerRatioConfig.cs
@@ -1,6 +1,6 @@
//--------------------------------------------------------
//    [Author]:           YYL
//    [  Date ]:           2025年11月17日
//    [  Date ]:           Tuesday, January 6, 2026
//--------------------------------------------------------
using System.Collections.Generic;
@@ -60,6 +60,10 @@
    public float QunFinalDamPerDefRatio;
    public float PVPDamPerRatio;
    public float PVPDamPerDefRatio;
    public float GuanchuanRatio;
    public float GuanchuanDefRatio;
    public float ZhaojiaRatio;
    public float ZhaojiaDefRatio;
    public override int LoadKey(string _key)
    {
@@ -158,6 +162,14 @@
            float.TryParse(tables[42],out PVPDamPerRatio); 
            float.TryParse(tables[43],out PVPDamPerDefRatio); 
            float.TryParse(tables[44],out GuanchuanRatio);
            float.TryParse(tables[45],out GuanchuanDefRatio);
            float.TryParse(tables[46],out ZhaojiaRatio);
            float.TryParse(tables[47],out ZhaojiaDefRatio);
        }
        catch (Exception exception)
        {
Main/System/Main/FightPowerManager.cs
@@ -90,6 +90,12 @@
    private const string CURE_PER_DEF_RATIO = "CurePerDefRatio";
    private const string PVP_DAM_PER_RATIO = "PVPDamPerRatio";
    private const string PVP_DAM_PER_DEF_RATIO = "PVPDamPerDefRatio";
    private const string GUANCHUAN_RATIO = "GuanchuanRatio";
    private const string GUANCHUAN_DEF_RATIO = "GuanchuanDefRatio";
    private const string ZHAOJIA_RATIO = "ZhaojiaRatio";
    private const string ZHAOJIA_DEF_RATIO = "ZhaojiaDefRatio";
    private const string PLAYER_LV = "PlayerLV";
    private const string OFFICIAL_LV = "OfficialLV";
    private const string SKILL_POWER = "SkillPower";
@@ -535,6 +541,11 @@
        fightPowerVariables[CURE_PER_DEF_RATIO] = fightPowerRatioConfig.CurePerDefRatio;
        fightPowerVariables[PVP_DAM_PER_RATIO] = fightPowerRatioConfig.PVPDamPerRatio;
        fightPowerVariables[PVP_DAM_PER_DEF_RATIO] = fightPowerRatioConfig.PVPDamPerDefRatio;
        fightPowerVariables[GUANCHUAN_RATIO] = fightPowerRatioConfig.GuanchuanRatio;
        fightPowerVariables[GUANCHUAN_DEF_RATIO] = fightPowerRatioConfig.GuanchuanDefRatio;
        fightPowerVariables[ZHAOJIA_RATIO] = fightPowerRatioConfig.ZhaojiaRatio;
        fightPowerVariables[ZHAOJIA_DEF_RATIO] = fightPowerRatioConfig.ZhaojiaDefRatio;
        long fightPower = (long)FightPowerFormula.GetFightPower(fightPowerVariables);
#if UNITY_EDITOR