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