using cfg.VihecleCultivateCfg; using Framework; using Gameplay; using Gameplay.Vehicle.Data; public static class VehicleDataHelper { public const int NotAdapt = 0; public const int Adapt = 1; public const int VeryAdapt = 2; public static int GetVehicleSkillId(int vehicleId) { VehicleCultivateData vehicleInfo = VehicleCultivateDataManager.Instance.GetVehicleCultivateData((uint)vehicleId); 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; } public static string GetTerrainAdaptStr(int terrainAdaptVal) { switch (terrainAdaptVal) { case NotAdapt: return CommonUtils. GetLocalizeText("vehicleCultivate_NotAdapt"); case Adapt: return CommonUtils.GetLocalizeText("vehicleCultivate_Adapt"); case VeryAdapt: return CommonUtils.GetLocalizeText("vehicleCultivate_TeHua"); } 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"; } 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; } }