NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Buff/Impl/BuffChangeProp.cs

208 lines
8.8 KiB
C#
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using System.Collections.Generic;
using cfg.BuffCfg;
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using CodeStage.AntiCheat.ObscuredTypes;
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using Gameplay.Common;
using UnityEngine;
namespace Gameplay.Buff
{
public class BuffChangeProp : BaseBuff
{
private List<EPropType> _propList;
private List<float> _changeList;
private int _propCount;
protected override void _OnInit()
{
base._OnInit();
_propList = configData.PorpParams;
_changeList = configData.FloatParams;
if (_propList.Count != _changeList.Count)
{
DebugUtil.LogError("BuffChangeProp的属性数量和变化值数量不一致:{0}", configData.ID);
_propCount = Mathf.Min(_propList.Count, _changeList.Count);
}
else
{
// 数据一致
_propCount = _propList.Count;
}
}
protected override void _OnAdd()
{
base._OnAdd();
for (int i = 0; i < _propCount; i++)
{
var propType = _propList[i];
var changeValue = _changeList[i];
switch (propType)
{
case EPropType.MoveSpeed:
owner.fightData.moveSpeed += changeValue;
break;
case EPropType.BeDamageScale:
owner.fightData.beDamageScale += changeValue;
break;
case EPropType.FinalDamageScale:
owner.fightData.finalDamageScale += changeValue;
break;
case EPropType.MoraleDamageScale:
owner.fightData.moraleDamageScale += changeValue;
break;
case EPropType.BeMoraleDamageScale:
owner.fightData.moraleBeDamageScale += changeValue;
break;
case EPropType.AttackValue:
owner.fightData.attack += (int)changeValue;
break;
case EPropType.DefenseValue:
owner.fightData.defense += (int)changeValue;
break;
case EPropType.ShootRate:
// 射击间隔 * ( 1+ 1/(1+射速加成) -1) )
owner.fightData.p_shootCdScale += changeValue;
owner.fightData.shootCd = owner.fightData.p_shootCd * (1 + (1 / (1 + owner.fightData.p_shootCdScale) - 1));
_UpdateViewShootCd();
break;
case EPropType.MoveShoot:
// 只有角色才有移动射击
if (owner.gameunitType == EGameUnitType.Character)
{
if (owner is Character.Character character)
character.runtimeData.fightData.moveShootType += (int)changeValue;
}
break;
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case EPropType.MoveSpeedPercent:
owner.fightData.moveSpeed += owner.fightData.baseMoveSpeed * changeValue;
break;
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case EPropType.RetretSpeedPercent:
owner.fightData.retreatSpeed += owner.fightData.baseRetreatSpeed * changeValue;
break;
case EPropType.AttackValuePercent:
owner.fightData.attack += (int)(owner.fightData.baseAttack * changeValue);
break;
case EPropType.DefenseValuePercent:
owner.fightData.defense += (int)(owner.fightData.baseDefense * changeValue);
break;
case EPropType.AttackDistancePercent:
owner.fightData.attackDistance += Mathf.CeilToInt(owner.fightData.baseAttackDistance * changeValue);
break;
case EPropType.SkillReleaseDistancePercent:
owner.fightData.skillReleaseDistanceScale += changeValue;
break;
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case EPropType.ReloadTimePercent:
owner.fightData.reloadTime = owner.fightData.baseReloadTime * (1 + changeValue);
_UpdateViewReloadCd();
break;
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default:
DebugUtil.LogError("暂未处理的属性类型:{0}", propType);
break;
}
}
}
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private void _UpdateViewReloadCd()
{
switch (owner.gameunitType)
{
case EGameUnitType.Character:
{
if (owner is Character.Character character)
{
character.cAnim.ResetReloadAnim();
}
}
break;
}
}
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private void _UpdateViewShootCd()
{
switch (owner.gameunitType)
{
case EGameUnitType.Character:
{
if (owner is Character.Character character)
{
character.cAnim.ResetShootAnim();
}
}
break;
}
}
protected override void _OnRemove()
{
base._OnRemove();
for (int i = 0; i < _propCount; i++)
{
var propType = _propList[i];
var changeValue = _changeList[i];
switch (propType)
{
case EPropType.MoveSpeed:
owner.fightData.moveSpeed -= changeValue;
break;
case EPropType.BeDamageScale:
owner.fightData.beDamageScale -= changeValue;
break;
case EPropType.FinalDamageScale:
owner.fightData.finalDamageScale -= changeValue;
break;
case EPropType.MoraleDamageScale:
owner.fightData.moraleDamageScale -= changeValue;
break;
case EPropType.BeMoraleDamageScale:
owner.fightData.moraleBeDamageScale -= changeValue;
break;
case EPropType.AttackValue:
owner.fightData.attack -= (int)changeValue;
break;
case EPropType.DefenseValue:
owner.fightData.defense -= (int)changeValue;
break;
case EPropType.ShootRate:
// 射击间隔 * ( 1+ 1/(1+射速加成) -1) )
owner.fightData.p_shootCdScale -= changeValue;
owner.fightData.shootCd = owner.fightData.p_shootCd * (1 + (1 / (1 + owner.fightData.p_shootCdScale) - 1));
_UpdateViewShootCd();
break;
case EPropType.MoveShoot:
// 只有角色才有移动射击
if (owner.gameunitType == EGameUnitType.Character)
{
if (owner is Character.Character character)
character.runtimeData.fightData.moveShootType -= (int)changeValue;
}
break;
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case EPropType.MoveSpeedPercent:
owner.fightData.moveSpeed -= owner.fightData.baseMoveSpeed * changeValue;
break;
case EPropType.RetretSpeedPercent:
owner.fightData.retreatSpeed -= owner.fightData.baseRetreatSpeed * changeValue;
break;
case EPropType.AttackValuePercent:
owner.fightData.attack -= (int)(owner.fightData.baseAttack * changeValue);
break;
case EPropType.DefenseValuePercent:
owner.fightData.defense -= (int)(owner.fightData.baseDefense * changeValue);
break;
case EPropType.AttackDistancePercent:
owner.fightData.attackDistance -= Mathf.CeilToInt(owner.fightData.baseAttackDistance * changeValue);
break;
case EPropType.SkillReleaseDistancePercent:
owner.fightData.skillReleaseDistanceScale -= changeValue;
break;
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default:
DebugUtil.LogError("暂未处理的属性类型:{0}", propType);
break;
}
}
}
}
}