using UnityEngine; using UnityEngine.PlayerLoop; public partial class TeamHero { public int heroId; public HeroConfig heroConfig; public int SkinID; public HeroSkinConfig skinConfig; public string guid; public TeamBase teamBase { get; private set; } public int positionNum; //注意服务端的1号位是1,客户端在使用时是0,通信和策划沟通用1 // 战场数据 public int ObjID = 0;// 战斗单位唯一ID public int NPCID = 0;// 战斗NPCID,不同的实例ID对应的NPCID可能一样 // 服务器来的构造 public TeamHero(HB424_tagSCTurnFightInit.tagSCTurnFightObj fightObj, TeamBase _teamBase) { heroId = (int)fightObj.HeroID; heroConfig = HeroConfig.Get(heroId); SkinID = (int)fightObj.SkinID; skinConfig = HeroSkinConfig.Get(SkinID); teamBase = _teamBase; ObjID = (int)fightObj.ObjID; NPCID = (int)fightObj.NPCID; // HPEx * 1亿 + HP curHp = (long)fightObj.HPEx * (long)Constants.ExpPointValue + (long)fightObj.HP; maxHp = (long)fightObj.MaxHPEx * (long)Constants.ExpPointValue + (long)fightObj.MaxHP; rage = (int)fightObj.AngreXP; positionNum = fightObj.PosNum - 1; // 【重要】战斗构成里没有卡牌的guid guid = string.Empty; Update(); } private static int DecreasingObjID = 0; // 布阵时的构造 public TeamHero(HeroInfo heroInfo, int posNum, TeamBase _teamBase) { heroId = heroInfo.itemHero.config.ID; heroConfig = HeroConfig.Get(heroId); SkinID = heroInfo.SkinID; skinConfig = heroInfo.skinConfig; teamBase = _teamBase; ObjID = --DecreasingObjID; NPCID = 0; curHp = heroInfo.hp; maxHp = heroInfo.hp; rage = 0; positionNum = posNum; // 【重要】布阵里的要guid guid = heroInfo.itemHero.guid; Update(); } public void OnSwapPosition(TeamHero teamHero) { teamBase.SwapPosition(positionNum, teamHero.positionNum); Update(); } public void Update() { } // 最终属性 当前属性应该是要在这一层的 public int GetPower() { // 计算战斗力YYL TODO return 0; } }