少年修仙传客户端代码仓库
hch
2019-10-23 572be1685bd0f7627cd08545715fbf61150fb553
0312 增加装备评分新参数   攻击加入指定技能的技能加成
10个文件已修改
212 ■■■■ 已修改文件
Core/GameEngine/Model/Config/EquipGSParamConfig.cs 59 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Config/EquipGSParamConfig.cs.meta 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs 15 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/Character/PlayerExtersionData.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Player/PlayerDatas.cs 43 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/TelPartialConfig/tagEquipGSParamConfig.cs 18 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/Skill/AttackHandler.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Utility/CalculateSkillGetAttrHurtUtility.cs 23 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Utility/EnumHelper.cs 17 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Utility/UIHelper.cs 31 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/GameEngine/Model/Config/EquipGSParamConfig.cs
@@ -1,6 +1,6 @@
//--------------------------------------------------------
//    [Author]:           Fish
//    [  Date ]:           Thursday, June 27, 2019
//    [  Date ]:           Tuesday, October 22, 2019
//--------------------------------------------------------
using System.Collections.Generic;
@@ -33,6 +33,25 @@
    public readonly int HitC;
    public readonly int MissC;
    public readonly int PetDamPerC;
    public readonly int MaxHPPerC;
    public readonly int AtkPerC;
    public readonly int SkillAtkRateC;
    public readonly int SkillAtkRateReduceC;
    public readonly int SkillAddPerAC;
    public readonly int SkillAddPerBC;
    public readonly int SkillAddPerCC;
    public readonly int SkillAddPerDC;
    public readonly int SkillAddPerEC;
    public readonly int SkillAddPerFC;
    public readonly int SkillAddPerGC;
    public readonly int SkillReducePerAC;
    public readonly int SkillReducePerBC;
    public readonly int SkillReducePerCC;
    public readonly int SkillReducePerDC;
    public readonly int SkillReducePerEC;
    public readonly int SkillReducePerFC;
    public readonly int SkillReducePerGC;
    public readonly int ReduceSkillCDPerC;
    public EquipGSParamConfig()
    {
@@ -83,6 +102,44 @@
            int.TryParse(tables[18],out MissC); 
            int.TryParse(tables[19],out PetDamPerC); 
            int.TryParse(tables[20],out MaxHPPerC);
            int.TryParse(tables[21],out AtkPerC);
            int.TryParse(tables[22],out SkillAtkRateC);
            int.TryParse(tables[23],out SkillAtkRateReduceC);
            int.TryParse(tables[24],out SkillAddPerAC);
            int.TryParse(tables[25],out SkillAddPerBC);
            int.TryParse(tables[26],out SkillAddPerCC);
            int.TryParse(tables[27],out SkillAddPerDC);
            int.TryParse(tables[28],out SkillAddPerEC);
            int.TryParse(tables[29],out SkillAddPerFC);
            int.TryParse(tables[30],out SkillAddPerGC);
            int.TryParse(tables[31],out SkillReducePerAC);
            int.TryParse(tables[32],out SkillReducePerBC);
            int.TryParse(tables[33],out SkillReducePerCC);
            int.TryParse(tables[34],out SkillReducePerDC);
            int.TryParse(tables[35],out SkillReducePerEC);
            int.TryParse(tables[36],out SkillReducePerFC);
            int.TryParse(tables[37],out SkillReducePerGC);
            int.TryParse(tables[38],out ReduceSkillCDPerC);
        }
        catch (Exception ex)
        {
Core/GameEngine/Model/Config/EquipGSParamConfig.cs.meta
@@ -1,6 +1,6 @@
fileFormatVersion: 2
guid: b14139202185e114e8c1b11ee6917430
timeCreated: 1561602229
timeCreated: 1571755335
licenseType: Pro
MonoImporter:
  serializedVersion: 2
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs
@@ -69,6 +69,21 @@
    public int yinjiCount;//当前印记数量
    public int yinjiTime;//印记转圈时间
    public int skillAddPerA;//定海神针技能伤害百分比
    public int skillAddPerB; //皓月枪技能伤害百分比
    public int skillAddPerC; //鬼牙刃技能伤害百分比
    public int skillAddPerD; //磐龙印技能伤害百分比
    public int skillAddPerE; //杏黄旗技能伤害百分比
    public int skillAddPerF;//嗜天斧技能伤害百分比
    public int skillAddPerG; //射日神弓技能伤害百分比
    public int skillReducePerA; //定海神针技能减伤百分比
    public int skillReducePerB; //皓月枪技能减伤百分比
    public int skillReducePerC; //鬼牙刃技能减伤百分比
    public int skillReducePerD; //磐龙印技能减伤百分比
    public int skillReducePerE; //杏黄旗技能减伤百分比
    public int skillReducePerF; //嗜天斧技能减伤百分比
    public int skillReducePerG; //射日神弓技能减伤百分比
    public long treasurePotentialSp
    {
        get
Core/GameEngine/Model/Player/Character/PlayerExtersionData.cs
@@ -23,7 +23,7 @@
    public uint Tick;               // 当前Tick   89,
    public int luckValue;         //气运 101
    public int battleValEx1;       // <攻速  136
    public int battleValEx3;       // <增加伤害  138
    public int battleValEx3;       // <减少所有技能CD  138
    public int damageReduceRate;  // <减少伤害  132
    public int SkillAtkRate;       // <技能伤害  125
    public int luckHitRate;// <会心一击机率  126
Core/GameEngine/Model/Player/PlayerDatas.cs
@@ -904,6 +904,49 @@
            case PlayerDataType.CDBPlayerRefresh_YinjiCount:
                baseData.yinjiCount = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillAddPerA:
                baseData.skillAddPerA = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillAddPerB:
                baseData.skillAddPerB = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillAddPerC:
                baseData.skillAddPerC = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillAddPerD:
                baseData.skillAddPerD = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillAddPerE:
                baseData.skillAddPerE = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillAddPerF:
                baseData.skillAddPerF = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillAddPerG:
                baseData.skillAddPerG = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillReducePerA:
                baseData.skillReducePerA = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillReducePerB:
                baseData.skillReducePerB = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillReducePerC:
                baseData.skillReducePerC = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillReducePerD:
                baseData.skillReducePerD = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillReducePerE:
                baseData.skillReducePerE = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillReducePerF:
                baseData.skillReducePerF = (int)value;
                break;
            case PlayerDataType.CDBPlayerRefresh_SkillReducePerG:
                baseData.skillReducePerG = (int)value;
                break;
        }
    }
Core/GameEngine/Model/TelPartialConfig/tagEquipGSParamConfig.cs
@@ -42,6 +42,24 @@
        _tagGsProValueDict.Add(PropertyType.CritHurt, gsModel.SuperHitC);
        _tagGsProValueDict.Add(PropertyType.PetAddHurt, gsModel.PetDamPerC);
        _tagGsProValueDict.Add(PropertyType.ReduceCrit, gsModel.SuperHitRateReduceC);
        _tagGsProValueDict.Add(PropertyType.SkillAddPerA, gsModel.SkillAddPerAC);
        _tagGsProValueDict.Add(PropertyType.SkillAddPerB, gsModel.SkillAddPerBC);
        _tagGsProValueDict.Add(PropertyType.SkillAddPerC, gsModel.SkillAddPerCC);
        _tagGsProValueDict.Add(PropertyType.SkillAddPerD, gsModel.SkillAddPerDC);
        _tagGsProValueDict.Add(PropertyType.SkillAddPerE, gsModel.SkillAddPerEC);
        _tagGsProValueDict.Add(PropertyType.SkillAddPerF, gsModel.SkillAddPerFC);
        _tagGsProValueDict.Add(PropertyType.SkillAddPerG, gsModel.SkillAddPerGC);
        _tagGsProValueDict.Add(PropertyType.SkillReducePerA, gsModel.SkillReducePerAC);
        _tagGsProValueDict.Add(PropertyType.SkillReducePerB, gsModel.SkillReducePerBC);
        _tagGsProValueDict.Add(PropertyType.SkillReducePerC, gsModel.SkillReducePerCC);
        _tagGsProValueDict.Add(PropertyType.SkillReducePerD, gsModel.SkillReducePerDC);
        _tagGsProValueDict.Add(PropertyType.SkillReducePerE, gsModel.SkillReducePerEC);
        _tagGsProValueDict.Add(PropertyType.SkillReducePerF, gsModel.SkillReducePerFC);
        _tagGsProValueDict.Add(PropertyType.SkillReducePerG, gsModel.SkillReducePerGC);
        _tagGsProValueDict.Add(PropertyType.ReduceSkillCDPer, gsModel.ReduceSkillCDPerC);
        return _tagGsProValueDict;
    }
}
Fight/Actor/Skill/AttackHandler.cs
@@ -778,7 +778,6 @@
            }
        }
        _aAtkSkillPer = _aAtkSkillPer * Constants.F_DELTA;
        Dictionary<int, int> _attrValues;
        if (Snxxz.UI.CalculateSkillGetAttrHurtUtility.Instance.TryGetAttrDictBySkill(skill.id, out _attrValues))
        {
@@ -787,6 +786,7 @@
                _aAtkSkillPer += (_per * Constants.F_DELTA);
            }
        }
        _aAtkSkillPer = _aAtkSkillPer * Constants.F_DELTA;
        _aSuperHit *= (1 + _superHitAdd * Constants.F_DELTA);
Utility/CalculateSkillGetAttrHurtUtility.cs
@@ -7,23 +7,7 @@
{
    public class CalculateSkillGetAttrHurtUtility : Singleton<CalculateSkillGetAttrHurtUtility>
    {
        PackModel playerPack { get { return ModelCenter.Instance.GetModel<PackModel>(); } }
        private Dictionary<int, int> legendAttrDict = new Dictionary<int, int>();
        public CalculateSkillGetAttrHurtUtility()
        {
            playerPack.refreshItemCountEvent += UpdateItem;
            UpdateSkillHurt();
        }
        private void UpdateItem(PackType type, int index, int id)
        {
        }
        private void UpdateSkillHurt()
        {
            return;
        }
        public bool TryGetAttrDictBySkill(int _skillId,out Dictionary<int,int> attrDict)
        {
@@ -33,11 +17,8 @@
            {
                foreach(var attrId in attrIds)
                {
                    if(legendAttrDict.ContainsKey(attrId))
                    {
                        int attrValue = legendAttrDict[attrId];
                        attrDict.Add(attrId,attrValue);
                    }
                    attrDict.Add(attrId, UIHelper.GetPropertyValue((PropertyType)attrId));
                }
            }
            return attrDict.Count > 0;
Utility/EnumHelper.cs
@@ -621,6 +621,21 @@
    CDBPlayerRefresh_FinalHurtReducePer = 212,//最终伤害百分比减少
    CDBPlayerRefresh_YinjiTime = 213,//印记持续时间,单位毫秒
    CDBPlayerRefresh_YinjiCount = 214,//印记持续时间,单位毫秒
    CDBPlayerRefresh_SkillAddPerA = 215,//定海神针技能伤害百分比
    CDBPlayerRefresh_SkillAddPerB = 216, //皓月枪技能伤害百分比
    CDBPlayerRefresh_SkillAddPerC = 217, //鬼牙刃技能伤害百分比
    CDBPlayerRefresh_SkillAddPerD = 218, //磐龙印技能伤害百分比
    CDBPlayerRefresh_SkillAddPerE = 219, //杏黄旗技能伤害百分比
    CDBPlayerRefresh_SkillAddPerF = 220,//嗜天斧技能伤害百分比
    CDBPlayerRefresh_SkillAddPerG = 221, //射日神弓技能伤害百分比
    CDBPlayerRefresh_SkillReducePerA = 222, //定海神针技能减伤百分比
    CDBPlayerRefresh_SkillReducePerB = 223, //皓月枪技能减伤百分比
    CDBPlayerRefresh_SkillReducePerC = 224, //鬼牙刃技能减伤百分比
    CDBPlayerRefresh_SkillReducePerD = 225, //磐龙印技能减伤百分比
    CDBPlayerRefresh_SkillReducePerE = 226, //杏黄旗技能减伤百分比
    CDBPlayerRefresh_SkillReducePerF = 227, //嗜天斧技能减伤百分比
    CDBPlayerRefresh_SkillReducePerG = 228, //射日神弓技能减伤百分比
};
[XLua.LuaCallCSharp]
@@ -890,6 +905,8 @@
    AddFinalHurtPer = 142,//百分比增加最终伤害
    ReduceFinalHurtPer = 143,//百分比减少最终伤害
    ReduceSkillCDPer = 149, //减少所有技能CD百分比
    Mater = 201,//金
    Wood = 202,//木
    Water = 203,//水
Utility/UIHelper.cs
@@ -254,6 +254,37 @@
            case PropertyType.CritHurtPercent:
            case PropertyType.DodgePercent:
                return ModelCenter.Instance.GetModel<ReikiRootModel>().GetReikiPropertyValue((int)type);
            case PropertyType.SkillAddPerA:
                return PlayerDatas.Instance.baseData.skillAddPerA;
            case PropertyType.SkillAddPerB:
                return PlayerDatas.Instance.baseData.skillAddPerB;
            case PropertyType.SkillAddPerC:
                return PlayerDatas.Instance.baseData.skillAddPerC;
            case PropertyType.SkillAddPerD:
                return PlayerDatas.Instance.baseData.skillAddPerD;
            case PropertyType.SkillAddPerE:
                return PlayerDatas.Instance.baseData.skillAddPerE;
            case PropertyType.SkillAddPerF:
                return PlayerDatas.Instance.baseData.skillAddPerF;
            case PropertyType.SkillAddPerG:
                return PlayerDatas.Instance.baseData.skillAddPerG;
            case PropertyType.SkillReducePerA:
                return PlayerDatas.Instance.baseData.skillReducePerA;
            case PropertyType.SkillReducePerB:
                return PlayerDatas.Instance.baseData.skillReducePerB;
            case PropertyType.SkillReducePerC:
                return PlayerDatas.Instance.baseData.skillReducePerC;
            case PropertyType.SkillReducePerD:
                return PlayerDatas.Instance.baseData.skillReducePerD;
            case PropertyType.SkillReducePerE:
                return PlayerDatas.Instance.baseData.skillReducePerE;
            case PropertyType.SkillReducePerF:
                return PlayerDatas.Instance.baseData.skillReducePerF;
            case PropertyType.SkillReducePerG:
                return PlayerDatas.Instance.baseData.skillReducePerG;
            //case PropertyType.ReduceSkillCDPer:
            //    return PlayerDatas.Instance.extersion.battleValEx3;
        }
        return 0;
    }