Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
| | |
| | | public int NormalHurtPer;
|
| | | public int FabaoHurt;
|
| | | public int FabaoHurtPer;
|
| | | public int reduceCrit;//暴击抗性
|
| | | public int reduceHeartHurt;//会心一击伤害固定值减免
|
| | | public int reduceFinalHurt;//最终伤害百分比减免
|
| | |
|
| | | public long treasurePotentialSp
|
| | | {
|
| | |
| | | case PlayerDataType.CDBPlayerRefresh_FabaoHurtPer:
|
| | | baseData.FabaoHurtPer = (int)value;
|
| | | break;
|
| | | case PlayerDataType.CDBPlayerRefresh_SuperHitRateReduce:
|
| | | baseData.reduceCrit = (int)value;
|
| | | break;
|
| | | case PlayerDataType.CDBPlayerRefresh_LuckyHitReduce:
|
| | | baseData.reduceHeartHurt = (int)value;
|
| | | break;
|
| | | case PlayerDataType.CDBPlayerRefresh_FinalHurtReducePer:
|
| | | baseData.reduceFinalHurt = (int)value;
|
| | | break;
|
| | | }
|
| | | }
|
| | |
|
| | |
| | | if (gsModel == null)
|
| | | return null;
|
| | |
|
| | | _tagGsProValueDict.Add(PropertyType.CritHurtPrecent, gsModel.SuperHitPerC);
|
| | | _tagGsProValueDict.Add(PropertyType.CritHurtPercent, gsModel.SuperHitPerC);
|
| | | _tagGsProValueDict.Add(PropertyType.HeartHit, gsModel.LuckyHitRateC);
|
| | | _tagGsProValueDict.Add(PropertyType.EveryLvAddAtk, gsModel.PerLVAtkC);
|
| | | _tagGsProValueDict.Add(PropertyType.EveryLvAddHp, gsModel.PerLVMaxHPC);
|
| | |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | |
| | | #if UNITY_EDITOR |
| | | using UnityEditor; |
| | | #endif |
| | | |
| | | public class ProcessManager : Singleton<ProcessManager> |
| | | { |
| | | private const string SoProcessNode_Suffix = "SoProcessNode_"; |
| | | |
| | | private Queue<ProcessNode> m_NodeQueue = new Queue<ProcessNode>(); |
| | | |
| | | public void Load(int npcID) |
| | | { |
| | | m_NodeQueue.Clear(); |
| | | |
| | | SoProcessNode _config = null; |
| | | if (AssetSource.refdataFromEditor) |
| | | { |
| | | #if UNITY_EDITOR |
| | | string _resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, |
| | | "Refdata/ScriptableObject/SoProcessNode/", |
| | | SoProcessNode_Suffix, |
| | | npcID, |
| | | ".asset"); |
| | | |
| | | _config = AssetDatabase.LoadAssetAtPath<SoProcessNode>(_resourcePath); |
| | | #endif |
| | | } |
| | | else |
| | | { |
| | | string _assetName = StringUtility.Contact(SoProcessNode_Suffix, npcID); |
| | | AssetInfo _assetInfo = new AssetInfo(ScriptableObjectLoader.bundleName, _assetName); |
| | | |
| | | _config = AssetBundleUtility.Instance.Sync_LoadAsset(_assetInfo) as SoProcessNode; |
| | | } |
| | | |
| | | if (_config == null) |
| | | { |
| | | Debug.LogErrorFormat("ProcessManager.Load() => 加载不到资源: {0}.", npcID); |
| | | return; |
| | | } |
| | | |
| | | foreach (var _node in _config.nodeList) |
| | | { |
| | | switch (_node.nodeType) |
| | | { |
| | | case ProcessNode.E_ProcessType.AttackCount: |
| | | break; |
| | | case ProcessNode.E_ProcessType.AutoAI: |
| | | break; |
| | | case ProcessNode.E_ProcessType.BeAttackCount: |
| | | break; |
| | | case ProcessNode.E_ProcessType.CastSkill: |
| | | break; |
| | | case ProcessNode.E_ProcessType.CommonAttack: |
| | | break; |
| | | case ProcessNode.E_ProcessType.Die: |
| | | break; |
| | | case ProcessNode.E_ProcessType.HpPer: |
| | | break; |
| | | case ProcessNode.E_ProcessType.LockHp: |
| | | break; |
| | | case ProcessNode.E_ProcessType.OpenDialog: |
| | | break; |
| | | case ProcessNode.E_ProcessType.ShowMotion: |
| | | break; |
| | | } |
| | | } |
| | | } |
| | | |
| | | public void Update() |
| | |
| | | { |
| | | public enum E_ProcessType |
| | | { |
| | | CommonAttack, |
| | | CastSkill, |
| | | AutoAI, |
| | | Die, |
| | | BeAttackCount, |
| | | AttackCount, |
| | | HpPer, |
| | | LockHp, |
| | | UnLockHp, |
| | | OpenDialog, |
| | | ShowMotion, |
| | | WaitTime, |
| | | } |
| | | |
| | | public int param; |
| New file |
| | |
| | | using UnityEngine; |
| | | using System.Collections.Generic; |
| | | |
| | | #if UNITY_EDITOR |
| | | using UnityEditor; |
| | | #endif |
| | | |
| | | [CreateAssetMenu(menuName = "流程进度配置")] |
| | | public class SoProcessNode : ScriptableObject |
| | | { |
| | | public List<Node> nodeList = new List<Node>(); |
| | | |
| | | [System.Serializable] |
| | | public class Node |
| | | { |
| | | public ProcessNode.E_ProcessType nodeType; |
| | | public int param; |
| | | } |
| | | } |
| | | |
| | | #if UNITY_EDITOR |
| | | [CustomEditor(typeof(SoProcessNode))] |
| | | public class SoProcessNodeEditor : Editor |
| | | { |
| | | private GUISkin guiSkin; |
| | | public override void OnInspectorGUI() |
| | | { |
| | | if (guiSkin == null) |
| | | { |
| | | guiSkin = AssetDatabase.LoadAssetAtPath<GUISkin>("Assets/Scripts/Core/MapEditor/Editor/EditorResources/EditorSkin.guiskin"); |
| | | } |
| | | |
| | | serializedObject.Update(); |
| | | |
| | | var _root = target as SoProcessNode; |
| | | |
| | | int _removeIndex = -1; |
| | | |
| | | SoProcessNode.Node _node = null; |
| | | for (int i = 0; i < _root.nodeList.Count; ++i) |
| | | { |
| | | _node = _root.nodeList[i]; |
| | | |
| | | EditorGUILayout.BeginHorizontal(guiSkin.box); |
| | | |
| | | EditorGUILayout.LabelField((i + 1).ToString(), guiSkin.customStyles[2], GUILayout.Width(20), GUILayout.Height(22)); |
| | | |
| | | EditorGUILayout.BeginVertical(guiSkin.box); |
| | | |
| | | EditorGUILayout.BeginHorizontal(); |
| | | EditorGUILayout.LabelField("节点类型", GUILayout.Width(90)); |
| | | _node.nodeType = (ProcessNode.E_ProcessType)EditorGUILayout.EnumPopup(_node.nodeType); |
| | | EditorGUILayout.EndHorizontal(); |
| | | |
| | | if (_node.nodeType == ProcessNode.E_ProcessType.AttackCount) |
| | | { |
| | | _Item(ref _node, "攻击次数"); |
| | | } |
| | | else if (_node.nodeType == ProcessNode.E_ProcessType.BeAttackCount) |
| | | { |
| | | _Item(ref _node, "被击次数"); |
| | | } |
| | | else if (_node.nodeType == ProcessNode.E_ProcessType.HpPer) |
| | | { |
| | | _Item(ref _node, "生命值(百分率)"); |
| | | } |
| | | else if (_node.nodeType == ProcessNode.E_ProcessType.CommonAttack) |
| | | { |
| | | } |
| | | else if (_node.nodeType == ProcessNode.E_ProcessType.CastSkill) |
| | | { |
| | | _Item(ref _node, "使用技能"); |
| | | } |
| | | else if (_node.nodeType == ProcessNode.E_ProcessType.AutoAI) |
| | | { |
| | | } |
| | | else if (_node.nodeType == ProcessNode.E_ProcessType.WaitTime) |
| | | { |
| | | _Item(ref _node, "等待时间(毫秒)"); |
| | | } |
| | | else if (_node.nodeType == ProcessNode.E_ProcessType.LockHp) |
| | | { |
| | | _Item(ref _node, "锁定血量(百分率)"); |
| | | } |
| | | else if (_node.nodeType == ProcessNode.E_ProcessType.Die) |
| | | { |
| | | } |
| | | else if (_node.nodeType == ProcessNode.E_ProcessType.OpenDialog) |
| | | { |
| | | _Item(ref _node, "打开对话"); |
| | | } |
| | | else if (_node.nodeType == ProcessNode.E_ProcessType.ShowMotion) |
| | | { |
| | | _Item(ref _node, "表演动画"); |
| | | } |
| | | EditorGUILayout.EndVertical(); |
| | | if (GUILayout.Button("删除", GUILayout.Height(22))) |
| | | { |
| | | _removeIndex = i; |
| | | } |
| | | EditorGUILayout.EndHorizontal(); |
| | | } |
| | | |
| | | if (_removeIndex != -1) |
| | | { |
| | | _root.nodeList.RemoveAt(_removeIndex); |
| | | } |
| | | |
| | | if (GUILayout.Button("增加流程节点", guiSkin.button, GUILayout.Height(32))) |
| | | { |
| | | _root.nodeList.Add(new SoProcessNode.Node()); |
| | | } |
| | | |
| | | if (GUI.changed) |
| | | { |
| | | EditorUtility.SetDirty(target); |
| | | serializedObject.ApplyModifiedProperties(); |
| | | } |
| | | } |
| | | |
| | | private void _Item(ref SoProcessNode.Node node, string name) |
| | | { |
| | | EditorGUILayout.BeginHorizontal(); |
| | | EditorGUILayout.LabelField(name, GUILayout.Width(90)); |
| | | node.param = EditorGUILayout.IntField(node.param); |
| | | EditorGUILayout.EndHorizontal(); |
| | | } |
| | | } |
| | | #endif |
| New file |
| | |
| | | fileFormatVersion: 2 |
| | | guid: 0d04f3cb90acc2042931f21bad1dcd2c |
| | | timeCreated: 1555641825 |
| | | licenseType: Pro |
| | | MonoImporter: |
| | | serializedVersion: 2 |
| | | defaultReferences: [] |
| | | executionOrder: 0 |
| | | icon: {instanceID: 0} |
| | | userData: |
| | | assetBundleName: |
| | | assetBundleVariant: |
| | |
| | | m_Item.SetItem(baseInfo.itemId, 1); |
| | | m_Type.text = itemConfig.ItemTypeName; |
| | | |
| | | if (baseInfo.levelLimit > 0) |
| | | if (baseInfo.levelLimit > 1) |
| | | { |
| | | m_LevelConditionContainer.gameObject.SetActive(true); |
| | | m_LevelCondition.text = StringUtility.Contact(Language.Get("KnapS110"), " ", baseInfo.levelLimit); |
| | |
| | | m_PropertyMoveSpeed.text = GetAttrStr(PropertyType.MoveSpeed);
|
| | | m_PropertyRealHurt.text = GetAttrStr(PropertyType.RealHurt);
|
| | | m_PropertyRealDef.text = GetAttrStr(PropertyType.RealResis);
|
| | | m_PropertyExtraHurt.text = GetAttrStr(PropertyType.AddHurt);
|
| | | m_PropertyReduceHurt.text = GetAttrStr(PropertyType.ReduceHurt);
|
| | | m_PropertyExtraHurt.text = GetAttrStr(PropertyType.PVPAddHurt);
|
| | | m_PropertyReduceHurt.text = GetAttrStr(PropertyType.PVPReduceHurt);
|
| | | m_PropertyCritOdd.text = GetAttrStr(PropertyType.CritChance);
|
| | | m_PropertyCritHurt.text = GetAttrStr(PropertyType.CritHurt);
|
| | | m_PropertyCritHurtOdd.text = GetAttrStr(PropertyType.HeartHit);
|
| | |
| | | var _property = treasure.treasureStages[0].propertyDict.First();
|
| | | switch (_property.Key)
|
| | | {
|
| | | case (int)PropertyType.KillMonsExpPrecent:
|
| | | case (int)PropertyType.KillMonsExpPercent:
|
| | | m_AddedEffect.text = Language.Get("FairyTreasure_2", _property.Value / 100);
|
| | | break;
|
| | | case (int)PropertyType.AddHurt:
|
| | | case (int)PropertyType.PVPAddHurt:
|
| | | m_AddedEffect.text = Language.Get("FairyTreasure_3", _property.Value / 100);
|
| | | break;
|
| | | case 60:
|
| | |
| | | System = 4,
|
| | | Loading = 5,
|
| | |
|
| | | Flag=99,
|
| | | Flag = 99,
|
| | | }
|
| | |
|
| | | public enum GestureType
|
| | |
| | | CDBPlayerRefresh_Earth = 205,//# 灵根属性-土
|
| | | CDBPlayerRefresh_NormalHurt = 206,// # 属性普通攻击增伤:普通攻击附加的固定值伤害
|
| | | CDBPlayerRefresh_NormalHurtPer = 207,// # 属性普通攻击增伤:普通攻击附加的固定值伤害
|
| | | CDBPlayerRefresh_FabaoHurt = 208,// # 属性普通攻击增伤:普通攻击附加的固定值伤害 |
| | | CDBPlayerRefresh_FabaoHurtPer = 209,// # 属性普通攻击增伤:普通攻击附加的固定值伤害 |
| | |
|
| | | CDBPlayerRefresh_FabaoHurt = 208,// # 属性法宝技能增伤:法宝技能攻击附加的固定值伤害 |
| | | CDBPlayerRefresh_FabaoHurtPer = 209,// # 属性法宝技能加成:法宝技能攻击附加的伤害百分比 |
| | | CDBPlayerRefresh_SuperHitRateReduce=210,//暴击抗性
|
| | | CDBPlayerRefresh_LuckyHitReduce=211,//会心一击伤害固定值减免
|
| | | CDBPlayerRefresh_FinalHurtReducePer=212,//最终伤害百分比减少
|
| | | };
|
| | |
|
| | | /** 背包类型码定义 */
|
| | |
| | | ATKSPEED = 11,//攻击速度
|
| | | CritChance = 12,//暴击几率
|
| | | CritHurt = 13,//暴击伤害
|
| | | CritResis = 14,//暴击抵抗
|
| | | CritResis = 14,//暴击减伤
|
| | | HeartHit = 15,//会心一击
|
| | | HeartHurt = 16,//会心一击伤害
|
| | | HeartResis = 17,//会心一击抵抗
|
| | | SkillHurt = 18,//技能伤害
|
| | | AddHurt = 19,//增加伤害
|
| | | ReduceHurt = 20,//减少伤害
|
| | | HeartHurt = 16,//会心伤害
|
| | | HeartResis = 17,//会心抗性
|
| | | SkillHurt = 18,//技能加成
|
| | | PVPAddHurt = 19,//PVP增加伤害
|
| | | PVPReduceHurt = 20,//PVP减少伤害
|
| | | LifeReply = 21,//生命回复
|
| | | HurtReflect = 22,//伤害反射
|
| | | MoveSpeed = 23,//移动速度
|
| | |
| | | AktReplyBlood = 32,//攻击回血
|
| | | Stun = 33,//击晕
|
| | | CtrlResis = 34,//控制抵抗
|
| | | OutHurt = 35,//输出伤害
|
| | | ReduceBearHurt = 36,//减少承受伤害
|
| | | PVPAddHurt = 37,//PVP增加伤害
|
| | | PVPReduceHurt = 38,//PVP伤害减少
|
| | | AddFinalHurt = 35,//附加伤害
|
| | | ReduceFinalHurt = 36,//附加伤害减少
|
| | | PVPAddHurtPer = 37,//PVP百分比增加伤害
|
| | | PVPReduceHurtPer = 38,//PVP百分比伤害减少
|
| | | DleHitChance = 39,//连击几率
|
| | | DleHurt = 40,//连击伤害
|
| | | BasicAtkPrecent = 41, //基础攻击百分比
|
| | | BasicHpPrecent = 42, //基础生命百分比
|
| | | BasicDefPrecent = 43, //基础防御百分比
|
| | | HitPrecent = 44, //命中百分比
|
| | | DodgePrecent = 45,//闪避百分比
|
| | | KillMonsExpPrecent = 46,//杀怪经验百分比
|
| | | HorcruxBasicAttrPrecent = 48, //魂器基础属性
|
| | | SkillHurtPrecent = 49, //技能减伤
|
| | | HpPrecent = 50,//生命百分比
|
| | | AtkPrecent = 51, //攻击百分比
|
| | | BasicAtkPercent = 41, //基础攻击百分比
|
| | | BasicHpPercent = 42, //基础生命百分比
|
| | | BasicDefPercent = 43, //基础防御百分比
|
| | | HitPercent = 44, //命中百分比
|
| | | DodgePercent = 45,//闪避百分比
|
| | | KillMonsExpPercent = 46,//杀怪经验百分比
|
| | | HorcruxBasicAttrPercent = 48, //魂器基础属性
|
| | | ReduceSkillHurtPercent = 49, //技能减伤
|
| | | HpPercent = 50,//生命百分比
|
| | | AtkPercent = 51, //攻击百分比
|
| | | EveryLvAddAtk = 52, //每1级+%s攻击
|
| | | EveryLvAddHp = 53, //每1级+%s生命
|
| | | AddEquipDropPrecent = 54, //增加装备掉落率
|
| | | AddCoinsPrecent = 55,//增加金币
|
| | | AddRealHurtPer = 61,//百分比增加真实伤害
|
| | | ReduceRealHurtPer = 62,//百分比减少真实伤害
|
| | | ArmorMaxHPPer = 63,//基础装备生命
|
| | | WeaponAtkPer = 65,//基础装备攻击
|
| | | ArmorDefPer = 66, //防具防御百分比
|
| | | MinAtk = 67, //最小攻击
|
| | | MaxAtk = 68, //最大攻击
|
| | | DefencePrecent = 69,//防御百分比
|
| | | CritHurtPrecent = 70,//暴击伤害
|
| | | MoveSpeedPrecent = 71, //移动速度百分比
|
| | | DefencePercent = 69,//防御百分比
|
| | | CritHurtPercent = 70,//暴击伤害
|
| | | MoveSpeedPercent = 71, //移动速度百分比
|
| | | MaxProDef = 72, //防护值
|
| | | ProDefHPPer = 73,//防护值百分比
|
| | | ProDefAbsorb = 74, //护盾吸收伤害百分比
|
| | |
| | | WingHPPer = 86, //翅膀生命
|
| | | SuiteBasePer = 87, //套装基础属性
|
| | | PlusBaseAtkPer = 88, //强化攻击
|
| | | NpcHurtAddPer = 89,//对怪物伤害加成
|
| | | NpcHurtAddPer = 89,//百分比PVE技能加成
|
| | | JobAHurtAddPer = 90,//对龙魂伤害增加百分比
|
| | | JobBHurtAddPer = 91,//对灵瑶伤害增加百分比
|
| | | JobCHurtAddPer = 92,//对弓箭手伤害增加百分比
|
| | |
| | | SkillReducePerG = 115, //射日神弓技能减伤百分比
|
| | | Luck = 120,//气运
|
| | | LuckPer = 133,//气运百分比
|
| | |
|
| | | AddNormalHurt = 134,//固定值增加普通攻击伤害
|
| | | AddNormalHurtPer = 135,//百分比增加普通攻击伤害
|
| | | AddSkillHurt = 136,//固定值增加技能伤害
|
| | | AddSkillHurtPer = 137,//百分比增加技能伤害
|
| | |
|
| | | ReduceCrit = 138,//减少暴击率
|
| | | AddHeartHurtPer = 139,//百分比增加会心一击伤害
|
| | | ReduceHeartHurtPer = 140,//百分比减少会心一击伤害
|
| | | AddPVEHurt = 141,//固定值增加pve伤害
|
| | | AddFinalHurtPer = 142,//百分比增加最终伤害
|
| | | ReduceFinalHurtPer = 143,//百分比减少最终伤害
|
| | |
|
| | | Mater = 201,//金
|
| | | Wood = 202,//木
|
| | | Water = 203,//水
|
| | | Fire = 204,//火
|
| | | Earth = 205,//土
|
| | |
|
| | | }
|
| | |
|
| | | public enum TextColType
|
| | |
| | | return PlayerDatas.Instance.extersion.LuckyHitRateReduce;
|
| | | case PropertyType.SkillHurt:
|
| | | return PlayerDatas.Instance.extersion.SkillAtkRate;
|
| | | case PropertyType.AddHurt:
|
| | | case PropertyType.PVPAddHurt:
|
| | | return PlayerDatas.Instance.extersion.DamagePer;
|
| | | case PropertyType.ReduceHurt:
|
| | | case PropertyType.PVPReduceHurt:
|
| | | return PlayerDatas.Instance.extersion.damageReduceRate;
|
| | | case PropertyType.LifeReply:
|
| | | return PlayerDatas.Instance.extersion.HPRestorePer;
|
| | |
| | | return PlayerDatas.Instance.extersion.FaintRate;
|
| | | case PropertyType.CtrlResis:
|
| | | return PlayerDatas.Instance.extersion.FaintDefRate;
|
| | | case PropertyType.OutHurt:
|
| | | case PropertyType.AddFinalHurt:
|
| | | return PlayerDatas.Instance.extersion.FinalHurt;
|
| | | case PropertyType.ReduceBearHurt:
|
| | | case PropertyType.ReduceFinalHurt:
|
| | | return PlayerDatas.Instance.extersion.FinalHurtReduce;
|
| | | case PropertyType.PVPAddHurt:
|
| | | case PropertyType.PVPAddHurtPer:
|
| | | return PlayerDatas.Instance.extersion.DamagePerPVP;
|
| | | case PropertyType.PVPReduceHurt:
|
| | | case PropertyType.PVPReduceHurtPer:
|
| | | return PlayerDatas.Instance.extersion.DamagePerPVPReduce;
|
| | | case PropertyType.DleHitChance:
|
| | | return PlayerDatas.Instance.extersion.ComboDamPerRate;
|
| | | case PropertyType.DleHurt:
|
| | | return PlayerDatas.Instance.extersion.ComboDamPer;
|
| | | case PropertyType.SkillHurtPrecent:
|
| | | case PropertyType.ReduceSkillHurtPercent:
|
| | | return PlayerDatas.Instance.extersion.skillAtkRateReduce;
|
| | | case PropertyType.NpcHurtAddPer:
|
| | | return PlayerDatas.Instance.extersion.NpcHurtAddPer;
|
| | |
| | | return PlayerDatas.Instance.baseData.fire;
|
| | | case PropertyType.Earth:
|
| | | return PlayerDatas.Instance.baseData.earth;
|
| | | case PropertyType.ReduceCrit:
|
| | | return PlayerDatas.Instance.baseData.reduceCrit;
|
| | | case PropertyType.ReduceHeartHurtPer:
|
| | | return PlayerDatas.Instance.baseData.reduceHeartHurt;
|
| | | case PropertyType.ReduceFinalHurtPer:
|
| | | return PlayerDatas.Instance.baseData.reduceFinalHurt;
|
| | | }
|
| | | return 0;
|
| | | }
|