2024-06-20 13:30:39 +08:00
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using cfg.VihecleCultivateCfg;
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2023-11-28 15:35:13 +08:00
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using Framework;
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2023-12-05 12:49:29 +08:00
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using Gameplay;
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2023-12-14 14:42:27 +08:00
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using Gameplay.Vehicle.Data;
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2023-11-17 15:52:44 +08:00
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public static class VehicleDataHelper
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{
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2023-12-01 13:35:33 +08:00
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public const int NotAdapt = 0;
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public const int Adapt = 1;
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public const int VeryAdapt = 2;
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2024-06-20 13:30:39 +08:00
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2023-11-17 15:59:39 +08:00
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public static int GetVehicleSkillId(int vehicleId)
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2023-11-17 15:52:44 +08:00
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{
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2023-11-17 15:59:39 +08:00
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VehicleCultivateData vehicleInfo = VehicleCultivateDataManager.Instance.GetVehicleCultivateData((uint)vehicleId);
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2024-06-20 13:30:39 +08:00
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int skillLv = (int)vehicleInfo.SumBonus(BonusType.SkillLv);
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2024-05-27 19:58:23 +08:00
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var skillLevelInfo = TableManager.Instance.Tables.VehicleSkllUpgrade.Get(vehicleInfo.Cfg.ID);
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if (skillLevelInfo == null || skillLevelInfo.SkillIdList.Count == 0)
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2023-11-17 15:52:44 +08:00
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{
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2024-05-27 19:58:23 +08:00
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DebugUtil.LogError("载具id为{0}技能等级为{1}的表没配", vehicleInfo.Cfg.ID, skillLv);
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return -1;
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}
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var levelIndex = skillLv;
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if (levelIndex >= skillLevelInfo.SkillIdList.Count)
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{
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2024-08-05 19:51:12 +08:00
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DebugUtil.LogError($"数据需求等级{skillLv}超过配置等级{skillLevelInfo.SkillIdList.Count},此处返回最大等级");
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return skillLevelInfo.SkillIdList[^1];//-1;
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2023-11-17 15:52:44 +08:00
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}
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2024-05-27 19:58:23 +08:00
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return skillLevelInfo.SkillIdList[levelIndex];
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2023-11-17 15:52:44 +08:00
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}
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2024-06-20 13:30:39 +08:00
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2023-11-28 15:35:13 +08:00
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public static BonusType GetBonusTypeByTerrainID(int terrainId)
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{
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switch (terrainId)
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{
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case 1:
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return BonusType.TerrainPlain;
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case 2:
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return BonusType.TerrainMountain;
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case 4:
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return BonusType.TerrainForest;
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case 5:
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return BonusType.TerrainSnow;
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}
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DebugUtil.LogError("因为VehicleBonusType暂时不需要其他地形类型,所以妹写");
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return BonusType.TerrainPlain;
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}
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2024-06-20 13:30:39 +08:00
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2023-12-01 13:35:33 +08:00
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public static string GetTerrainAdaptStr(int terrainAdaptVal)
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{
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switch (terrainAdaptVal)
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{
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case NotAdapt:
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2023-12-05 12:49:29 +08:00
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return CommonUtils. GetLocalizeText("vehicleCultivate_NotAdapt");
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2023-12-01 13:35:33 +08:00
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case Adapt:
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2023-12-05 12:49:29 +08:00
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return CommonUtils.GetLocalizeText("vehicleCultivate_Adapt");
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2023-12-01 13:35:33 +08:00
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case VeryAdapt:
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2023-12-05 12:49:29 +08:00
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return CommonUtils.GetLocalizeText("vehicleCultivate_TeHua");
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2023-12-01 13:35:33 +08:00
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}
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DebugUtil.LogError("载具的地形适应配置错了:载具upbonus表");
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return "拉取中";
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}
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2024-06-20 13:30:39 +08:00
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2023-12-01 13:35:33 +08:00
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public static string GetVehiclePicPath(int iD)
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{
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2024-06-20 13:30:39 +08:00
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var vehicleCfg = TableManager.Instance.Tables.VehicleConfig.GetOrDefault(iD);
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if (vehicleCfg == null)
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{
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DebugUtil.LogError("载具配置表中没有id为{0}的配置", iD);
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return null;
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}
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2024-06-20 15:56:42 +08:00
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DebugUtil.Log("====当前VehicleConfig内Icon项暂未使用,如有特殊需要请在此更改====\n已自动传递UIHeadPath内图片地址配置!");
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return CommonUtils.GetDefaultVehicleHeadPath((uint)iD);
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2024-06-20 13:30:39 +08:00
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return vehicleCfg.Icon;
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2023-12-01 13:35:33 +08:00
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}
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2023-12-14 14:42:27 +08:00
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public static VehicleConfigData CombineConfigData(VehicleCultivateData infoData)
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{
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2024-01-31 13:20:19 +08:00
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var rawConfig = infoData;
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2023-12-14 14:42:27 +08:00
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// 临时写死
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var level = 1;
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2024-05-27 19:58:23 +08:00
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// 因为里面有-1
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var skillLevel = infoData.SkillLevel() + 1;
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2023-12-14 14:42:27 +08:00
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var configData = new VehicleConfigData();
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configData.Init(rawConfig, level, skillLevel);
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return configData;
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}
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2023-12-01 13:35:33 +08:00
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2023-11-17 15:52:44 +08:00
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}
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