NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/UI/VehicleCultivate/VehicleDataHelper.cs

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2.5 KiB
C#
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using cfg.VihecleCultivateCfg;
using Framework;
using Gameplay;
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using Gameplay.Vehicle.Data;
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public static class VehicleDataHelper
{
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public const int NotAdapt = 0;
public const int Adapt = 1;
public const int VeryAdapt = 2;
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public static int GetVehicleSkillId(int vehicleId)
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{
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VehicleCultivateData vehicleInfo = VehicleCultivateDataManager.Instance.GetVehicleCultivateData((uint)vehicleId);
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int skillLv = (int)vehicleInfo.SumBonus(cfg.VihecleCultivateCfg.BonusType.SkillLv);
var skillLevelInfo = TableManager.Instance.Tables.CharacterSkillLevel.Get(vehicleInfo.Cfg.ID, skillLv);
if(skillLevelInfo==null)
{
DebugUtil.LogError("载具id为{0}技能等级为{1}的表没配",vehicleInfo.Cfg.ID,skillLv);
return TableManager.Instance.Tables.CharacterSkillLevel.DataList[0].SkillGroupId;
}
return skillLevelInfo.SkillGroupId;
}
public static BonusType GetBonusTypeByTerrainID(int terrainId)
{
switch (terrainId)
{
case 1:
return BonusType.TerrainPlain;
case 2:
return BonusType.TerrainMountain;
case 4:
return BonusType.TerrainForest;
case 5:
return BonusType.TerrainSnow;
}
DebugUtil.LogError("因为VehicleBonusType暂时不需要其他地形类型所以妹写");
return BonusType.TerrainPlain;
}
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public static string GetTerrainAdaptStr(int terrainAdaptVal)
{
switch (terrainAdaptVal)
{
case NotAdapt:
return CommonUtils. GetLocalizeText("vehicleCultivate_NotAdapt");
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case Adapt:
return CommonUtils.GetLocalizeText("vehicleCultivate_Adapt");
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case VeryAdapt:
return CommonUtils.GetLocalizeText("vehicleCultivate_TeHua");
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}
DebugUtil.LogError("载具的地形适应配置错了载具upbonus表");
return "拉取中";
}
public static string GetVehiclePicPath(int iD)
{
string str = TableManager.Instance.Tables.VehicleConfig.GetOrDefault(iD).Icon;
return Constants.UI_Vehicle_IconPath+str+".png";
}
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public static VehicleConfigData CombineConfigData(VehicleCultivateData infoData)
{
var rawConfig = infoData.Cfg;
// 临时写死
var level = 1;
var skillLevel = 1;
var configData = new VehicleConfigData();
configData.Init(rawConfig, level, skillLevel);
return configData;
}
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}