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

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3.9 KiB
C#
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using cfg.VihecleCultivateCfg;
using Framework;
using Gameplay;
using Gameplay.Level;
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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(BonusType.SkillLv);
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var skillLevelInfo = TableManager.Instance.Tables.VehicleSkllUpgrade.Get(vehicleInfo.Cfg.ID);
if (skillLevelInfo == null || skillLevelInfo.SkillIdList.Count == 0)
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{
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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);
return -1;
}
var levelIndex = skillLv;
if (levelIndex >= skillLevelInfo.SkillIdList.Count)
{
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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");
return skillLevelInfo.SkillIdList[^1];//-1;
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}
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return skillLevelInfo.SkillIdList[levelIndex];
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}
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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";
}
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/// <summary>
/// 获取载具头像路径
/// </summary>
/// <param name="iD"></param>
/// <returns></returns>
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public static string GetVehiclePicPath(int iD)
{
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var vehicleCfg = TableManager.Instance.Tables.VehicleConfig.GetOrDefault(iD);
if (vehicleCfg == null)
{
DebugUtil.LogError("载具配置表中没有id为{0}的配置", iD);
return null;
}
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return CommonUtils.GetDefaultVehicleHeadPath((uint)iD);
}
/// <summary>
/// 获取载具高清图片路径
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
public static string GetVehicleIconPath(int id)
{
var vehicleCfg = TableManager.Instance.Tables.VehicleConfig.GetOrDefault(id);
if (vehicleCfg == null)
{
DebugUtil.LogError("载具配置表中没有id为{0}的配置", id);
return null;
}
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return vehicleCfg.Icon;
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}
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public static VehicleConfigData CombineConfigData(VehicleCultivateData infoData)
{
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var rawConfig = infoData;
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// 临时写死
var level = 1;
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// 因为里面有-1
var skillLevel = infoData.SkillLevel() + 1;
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var configData = new VehicleConfigData();
configData.Init(rawConfig, level, skillLevel);
return configData;
}
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public static VehicleConfigData CombineMonsterConfigData(LevelData.NPCInfo npcInfo)
{
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var monsterConfig = TableManager.Instance.Tables.Monster.GetOrDefault(npcInfo.id);
var configData = new VehicleConfigData();
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configData.Init(monsterConfig);
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return configData;
}
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}