0312 增加装备评分新参数 攻击加入指定技能的技能加成
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| | | //--------------------------------------------------------
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| | | // [Author]: Fish
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| | | // [ Date ]: Thursday, June 27, 2019
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| | | // [ Date ]: Tuesday, October 22, 2019
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| | | //--------------------------------------------------------
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| | |
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| | | using System.Collections.Generic;
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| | |
| | | public readonly int HitC;
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| | | public readonly int MissC;
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| | | public readonly int PetDamPerC;
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| | | public readonly int MaxHPPerC;
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| | | public readonly int AtkPerC;
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| | | public readonly int SkillAtkRateC;
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| | | public readonly int SkillAtkRateReduceC;
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| | | public readonly int SkillAddPerAC;
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| | | public readonly int SkillAddPerBC;
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| | | public readonly int SkillAddPerCC;
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| | | public readonly int SkillAddPerDC;
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| | | public readonly int SkillAddPerEC;
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| | | public readonly int SkillAddPerFC;
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| | | public readonly int SkillAddPerGC;
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| | | public readonly int SkillReducePerAC;
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| | | public readonly int SkillReducePerBC;
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| | | public readonly int SkillReducePerCC;
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| | | public readonly int SkillReducePerDC;
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| | | public readonly int SkillReducePerEC;
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| | | public readonly int SkillReducePerFC;
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| | | public readonly int SkillReducePerGC;
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| | | public readonly int ReduceSkillCDPerC;
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| | |
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| | | public EquipGSParamConfig()
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| | | {
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| | |
| | | int.TryParse(tables[18],out MissC);
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| | |
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| | | int.TryParse(tables[19],out PetDamPerC);
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| | |
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| | | int.TryParse(tables[20],out MaxHPPerC); |
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| | | int.TryParse(tables[21],out AtkPerC); |
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| | | int.TryParse(tables[22],out SkillAtkRateC); |
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| | | int.TryParse(tables[23],out SkillAtkRateReduceC); |
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| | | int.TryParse(tables[24],out SkillAddPerAC); |
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| | | int.TryParse(tables[25],out SkillAddPerBC); |
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| | | int.TryParse(tables[26],out SkillAddPerCC); |
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| | | int.TryParse(tables[27],out SkillAddPerDC); |
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| | | int.TryParse(tables[28],out SkillAddPerEC); |
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| | | int.TryParse(tables[29],out SkillAddPerFC); |
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| | | int.TryParse(tables[30],out SkillAddPerGC); |
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| | | int.TryParse(tables[31],out SkillReducePerAC); |
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| | | int.TryParse(tables[32],out SkillReducePerBC); |
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| | | int.TryParse(tables[33],out SkillReducePerCC); |
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| | | int.TryParse(tables[34],out SkillReducePerDC); |
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| | | int.TryParse(tables[35],out SkillReducePerEC); |
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| | | int.TryParse(tables[36],out SkillReducePerFC); |
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| | | int.TryParse(tables[37],out SkillReducePerGC); |
| | |
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| | | int.TryParse(tables[38],out ReduceSkillCDPerC); |
| | | }
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| | | catch (Exception ex)
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| | | {
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| | |
| | | fileFormatVersion: 2 |
| | | guid: b14139202185e114e8c1b11ee6917430 |
| | | timeCreated: 1561602229 |
| | | timeCreated: 1571755335 |
| | | licenseType: Pro |
| | | MonoImporter: |
| | | serializedVersion: 2 |
| | |
| | | public int yinjiCount;//当前印记数量
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| | | public int yinjiTime;//印记转圈时间
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| | |
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| | | public int skillAddPerA;//定海神针技能伤害百分比
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| | | public int skillAddPerB; //皓月枪技能伤害百分比
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| | | public int skillAddPerC; //鬼牙刃技能伤害百分比
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| | | public int skillAddPerD; //磐龙印技能伤害百分比
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| | | public int skillAddPerE; //杏黄旗技能伤害百分比
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| | | public int skillAddPerF;//嗜天斧技能伤害百分比
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| | | public int skillAddPerG; //射日神弓技能伤害百分比
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| | | public int skillReducePerA; //定海神针技能减伤百分比
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| | | public int skillReducePerB; //皓月枪技能减伤百分比
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| | | public int skillReducePerC; //鬼牙刃技能减伤百分比
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| | | public int skillReducePerD; //磐龙印技能减伤百分比
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| | | public int skillReducePerE; //杏黄旗技能减伤百分比
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| | | public int skillReducePerF; //嗜天斧技能减伤百分比
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| | | public int skillReducePerG; //射日神弓技能减伤百分比
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| | |
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| | | public long treasurePotentialSp
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| | | {
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| | | get
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| | |
| | | public uint Tick; // 当前Tick 89,
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| | | public int luckValue; //气运 101
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| | | public int battleValEx1; // <攻速 136
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| | | public int battleValEx3; // <增加伤害 138
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| | | public int battleValEx3; // <减少所有技能CD 138
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| | | public int damageReduceRate; // <减少伤害 132
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| | | public int SkillAtkRate; // <技能伤害 125
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| | | public int luckHitRate;// <会心一击机率 126
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| | |
| | | case PlayerDataType.CDBPlayerRefresh_YinjiCount:
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| | | baseData.yinjiCount = (int)value;
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| | | break;
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| | |
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| | | case PlayerDataType.CDBPlayerRefresh_SkillAddPerA:
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| | | baseData.skillAddPerA = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillAddPerB:
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| | | baseData.skillAddPerB = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillAddPerC:
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| | | baseData.skillAddPerC = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillAddPerD:
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| | | baseData.skillAddPerD = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillAddPerE:
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| | | baseData.skillAddPerE = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillAddPerF:
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| | | baseData.skillAddPerF = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillAddPerG:
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| | | baseData.skillAddPerG = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillReducePerA:
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| | | baseData.skillReducePerA = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillReducePerB:
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| | | baseData.skillReducePerB = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillReducePerC:
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| | | baseData.skillReducePerC = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillReducePerD:
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| | | baseData.skillReducePerD = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillReducePerE:
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| | | baseData.skillReducePerE = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillReducePerF:
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| | | baseData.skillReducePerF = (int)value;
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| | | break;
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| | | case PlayerDataType.CDBPlayerRefresh_SkillReducePerG:
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| | | baseData.skillReducePerG = (int)value;
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| | | break;
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| | | }
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| | | }
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| | |
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| | |
| | | _tagGsProValueDict.Add(PropertyType.CritHurt, gsModel.SuperHitC);
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| | | _tagGsProValueDict.Add(PropertyType.PetAddHurt, gsModel.PetDamPerC);
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| | | _tagGsProValueDict.Add(PropertyType.ReduceCrit, gsModel.SuperHitRateReduceC);
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| | |
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| | | _tagGsProValueDict.Add(PropertyType.SkillAddPerA, gsModel.SkillAddPerAC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillAddPerB, gsModel.SkillAddPerBC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillAddPerC, gsModel.SkillAddPerCC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillAddPerD, gsModel.SkillAddPerDC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillAddPerE, gsModel.SkillAddPerEC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillAddPerF, gsModel.SkillAddPerFC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillAddPerG, gsModel.SkillAddPerGC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillReducePerA, gsModel.SkillReducePerAC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillReducePerB, gsModel.SkillReducePerBC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillReducePerC, gsModel.SkillReducePerCC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillReducePerD, gsModel.SkillReducePerDC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillReducePerE, gsModel.SkillReducePerEC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillReducePerF, gsModel.SkillReducePerFC);
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| | | _tagGsProValueDict.Add(PropertyType.SkillReducePerG, gsModel.SkillReducePerGC);
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| | | _tagGsProValueDict.Add(PropertyType.ReduceSkillCDPer, gsModel.ReduceSkillCDPerC);
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| | |
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| | |
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| | | return _tagGsProValueDict;
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| | | }
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| | | }
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| | |
| | | }
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| | | }
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| | |
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| | | _aAtkSkillPer = _aAtkSkillPer * Constants.F_DELTA;
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| | | Dictionary<int, int> _attrValues;
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| | | if (Snxxz.UI.CalculateSkillGetAttrHurtUtility.Instance.TryGetAttrDictBySkill(skill.id, out _attrValues))
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| | | {
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| | |
| | | _aAtkSkillPer += (_per * Constants.F_DELTA);
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| | | }
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| | | }
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| | | _aAtkSkillPer = _aAtkSkillPer * Constants.F_DELTA;
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| | |
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| | | _aSuperHit *= (1 + _superHitAdd * Constants.F_DELTA);
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| | |
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| | |
| | | {
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| | | public class CalculateSkillGetAttrHurtUtility : Singleton<CalculateSkillGetAttrHurtUtility>
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| | | {
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| | | PackModel playerPack { get { return ModelCenter.Instance.GetModel<PackModel>(); } }
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| | | private Dictionary<int, int> legendAttrDict = new Dictionary<int, int>();
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| | |
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| | | public CalculateSkillGetAttrHurtUtility()
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| | | {
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| | | playerPack.refreshItemCountEvent += UpdateItem;
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| | | UpdateSkillHurt();
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| | | }
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| | |
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| | | private void UpdateItem(PackType type, int index, int id)
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| | | {
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| | | }
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| | |
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| | | private void UpdateSkillHurt()
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| | | {
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| | | return;
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| | | }
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| | |
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| | | public bool TryGetAttrDictBySkill(int _skillId,out Dictionary<int,int> attrDict)
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| | | {
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| | |
| | | {
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| | | foreach(var attrId in attrIds)
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| | | {
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| | | if(legendAttrDict.ContainsKey(attrId))
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| | | {
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| | | int attrValue = legendAttrDict[attrId];
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| | | attrDict.Add(attrId,attrValue);
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| | | }
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| | | attrDict.Add(attrId, UIHelper.GetPropertyValue((PropertyType)attrId));
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| | | |
| | | }
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| | | }
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| | | return attrDict.Count > 0;
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| | |
| | | CDBPlayerRefresh_FinalHurtReducePer = 212,//最终伤害百分比减少
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| | | CDBPlayerRefresh_YinjiTime = 213,//印记持续时间,单位毫秒
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| | | CDBPlayerRefresh_YinjiCount = 214,//印记持续时间,单位毫秒
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| | |
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| | | CDBPlayerRefresh_SkillAddPerA = 215,//定海神针技能伤害百分比
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| | | CDBPlayerRefresh_SkillAddPerB = 216, //皓月枪技能伤害百分比
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| | | CDBPlayerRefresh_SkillAddPerC = 217, //鬼牙刃技能伤害百分比
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| | | CDBPlayerRefresh_SkillAddPerD = 218, //磐龙印技能伤害百分比
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| | | CDBPlayerRefresh_SkillAddPerE = 219, //杏黄旗技能伤害百分比
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| | | CDBPlayerRefresh_SkillAddPerF = 220,//嗜天斧技能伤害百分比
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| | | CDBPlayerRefresh_SkillAddPerG = 221, //射日神弓技能伤害百分比
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| | | CDBPlayerRefresh_SkillReducePerA = 222, //定海神针技能减伤百分比
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| | | CDBPlayerRefresh_SkillReducePerB = 223, //皓月枪技能减伤百分比
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| | | CDBPlayerRefresh_SkillReducePerC = 224, //鬼牙刃技能减伤百分比
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| | | CDBPlayerRefresh_SkillReducePerD = 225, //磐龙印技能减伤百分比
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| | | CDBPlayerRefresh_SkillReducePerE = 226, //杏黄旗技能减伤百分比
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| | | CDBPlayerRefresh_SkillReducePerF = 227, //嗜天斧技能减伤百分比
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| | | CDBPlayerRefresh_SkillReducePerG = 228, //射日神弓技能减伤百分比
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| | | };
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| | |
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| | | [XLua.LuaCallCSharp]
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| | |
| | | AddFinalHurtPer = 142,//百分比增加最终伤害
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| | | ReduceFinalHurtPer = 143,//百分比减少最终伤害
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| | |
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| | | ReduceSkillCDPer = 149, //减少所有技能CD百分比
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| | |
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| | | Mater = 201,//金
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| | | Wood = 202,//木
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| | | Water = 203,//水
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| | |
| | | case PropertyType.CritHurtPercent:
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| | | case PropertyType.DodgePercent:
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| | | return ModelCenter.Instance.GetModel<ReikiRootModel>().GetReikiPropertyValue((int)type);
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| | |
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| | | case PropertyType.SkillAddPerA:
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| | | return PlayerDatas.Instance.baseData.skillAddPerA;
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| | | case PropertyType.SkillAddPerB:
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| | | return PlayerDatas.Instance.baseData.skillAddPerB;
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| | | case PropertyType.SkillAddPerC:
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| | | return PlayerDatas.Instance.baseData.skillAddPerC;
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| | | case PropertyType.SkillAddPerD:
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| | | return PlayerDatas.Instance.baseData.skillAddPerD;
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| | | case PropertyType.SkillAddPerE:
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| | | return PlayerDatas.Instance.baseData.skillAddPerE;
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| | | case PropertyType.SkillAddPerF:
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| | | return PlayerDatas.Instance.baseData.skillAddPerF;
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| | | case PropertyType.SkillAddPerG:
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| | | return PlayerDatas.Instance.baseData.skillAddPerG;
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| | | case PropertyType.SkillReducePerA:
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| | | return PlayerDatas.Instance.baseData.skillReducePerA;
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| | | case PropertyType.SkillReducePerB:
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| | | return PlayerDatas.Instance.baseData.skillReducePerB;
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| | | case PropertyType.SkillReducePerC:
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| | | return PlayerDatas.Instance.baseData.skillReducePerC;
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| | | case PropertyType.SkillReducePerD:
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| | | return PlayerDatas.Instance.baseData.skillReducePerD;
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| | | case PropertyType.SkillReducePerE:
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| | | return PlayerDatas.Instance.baseData.skillReducePerE;
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| | | case PropertyType.SkillReducePerF:
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| | | return PlayerDatas.Instance.baseData.skillReducePerF;
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| | | case PropertyType.SkillReducePerG:
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| | | return PlayerDatas.Instance.baseData.skillReducePerG;
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| | | //case PropertyType.ReduceSkillCDPer:
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| | | // return PlayerDatas.Instance.extersion.battleValEx3;
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| | | }
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| | | return 0;
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| | | }
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