using System; using System.Collections.Generic; using Framework; using Gameplay.Unit.Data; using Gameplay.Utils; using UnityEngine; namespace Gameplay.Character.Utils { public static class CharacterDataHelper { public static int GetCharacterSkillId(CharacterDataInfo characterInfo) { var skillLevelInfo = TableManager.Instance.Tables.CharacterSkillLevel.Get(characterInfo.Cfg.RoleID, (int)characterInfo.UltraSkillLevel); if (skillLevelInfo == null) { DebugUtil.LogError($"角色ID:{characterInfo.Cfg.RoleID} 等级:{characterInfo.UltraSkillLevel} 无法找到对应的技能等级配置"); return 0; } var skillGroupId = skillLevelInfo.SkillGroupId; var breakLevel = characterInfo.AwakeLevel; var skillReferInfo = TableManager.Instance.Tables.SkillReferConfig.Get(skillGroupId); var breakLevelIndex = (int)breakLevel; var skillId = skillReferInfo.SkillIds[^1]; if (breakLevelIndex < 0 || breakLevelIndex >= skillReferInfo.SkillIds.Count) { DebugUtil.LogError("技能组ID:{0} 突破等级:{1} 无法找到对应的技能ID" , skillGroupId, breakLevel); } else { skillId = skillReferInfo.SkillIds[breakLevelIndex]; } return skillId; } public static CharacterConfigData CombineConfigData(int npcId, int npcLevel) { var monsterConfig = TableManager.Instance.Tables.Monster.Get(npcId); var monsterTConfig = TableManager.Instance.Tables.MonsterClass.Get(monsterConfig.MonsterClassID); var monsterLevelConfig = TableManager.Instance.Tables.MonsterLevelUp.Get(npcLevel); var configData = new CharacterConfigData(); configData.debugShowInfo = new DebugShowInfo(); configData.debugShowInfo.name = monsterTConfig.Name; configData.debugShowInfo.iconPath = ""; configData.debugShowInfo.configId = "MonsterClass@" + monsterTConfig.MonsterClassID; configData.level = npcLevel; configData.attack = Mathf.CeilToInt(monsterTConfig.Attack * monsterConfig.AttackFix * monsterLevelConfig.AttackLevelUpTemplate); var shootCd = 1f / monsterTConfig.ShootSpeed; configData.shootCD = shootCd; configData.fireTimeProgress = monsterTConfig.FirstShootTime; configData.maxBulletCount = monsterTConfig.ManagazinContain; configData.reloadTime = monsterTConfig.ChangeBulletTime; configData.defense = Mathf.CeilToInt(monsterTConfig.Defence * monsterConfig.DefenceFix * monsterLevelConfig.DefenceLevelUpTemplate); configData.defenseScale = monsterTConfig.DefenceStatusPara; configData.maxHp = Mathf.CeilToInt(monsterTConfig.Hp * monsterConfig.HPFix * monsterLevelConfig.HpLevelUpTemplate); configData.maxShield = Mathf.CeilToInt(monsterTConfig.Shield * monsterConfig.ShieldFix * monsterLevelConfig.ShieldLevelUpTemplate); configData.moveSpeed = monsterTConfig.Speed; configData.retreatSpeed = monsterTConfig.RetreatSpeed; configData.shootDistance = monsterTConfig.ShootRange; configData.moraleAttack = monsterTConfig.YaZhi; configData.initMorale = monsterTConfig.MaxMorale; configData.maxMorale = monsterTConfig.MaxMorale; configData.suppressMorale = monsterTConfig.SuppressMorale; configData.retreatMorale = monsterTConfig.RetreatMorale; configData.moraleRecover = (int)monsterTConfig.CorrageRecover; configData.damagePepoleScale = monsterTConfig.DamageToHuman; configData.damageCarsScale = monsterTConfig.DamageToCarrier; configData.criticalRate = monsterTConfig.CriticalRatio; configData.criticalScale = monsterTConfig.CriticalDamage; configData.moveShootType = monsterTConfig.MoveShootType; configData.breakShootType = (int)monsterTConfig.ShootMode; configData.skillId = monsterTConfig.SkillId; configData.turnSpeed = monsterTConfig.TurnSpeed; configData.job = monsterTConfig.Job; configData.faction = monsterTConfig.Fraction; configData.rarity = 0; // configData.modelPath = monsterTConfig.PrefabPath; configData.weaponId = monsterTConfig.WeaponId; configData.crossLevel = monsterTConfig.MoveCrossLevel; configData.standLevel = monsterTConfig.StandCrossLevel; configData.findEnemyRange = monsterConfig.FindEnemyRange; configData.eyeBrowsType = monsterTConfig.EmojiEyeBowsType; configData.eyeBrowColor = monsterTConfig.EmojiEyeBowsColor; configData.eyesColor = monsterTConfig.EmojiEyesColor; configData.attackShiledScale = monsterTConfig.AttackShiledScale; configData.attackHpScale = monsterTConfig.AttackHpScale; configData.nameId = monsterTConfig.NameId; configData.isAttackIgnoreBlock = monsterTConfig.AttackIgnoreBlock; configData.attackEndTime = monsterTConfig.AttackSplitTime; // TODO: 目前没有怪物的被动技能 configData.breakPassiveSkillId = 0; configData.awakePassiveSkillId = 0; for (int i = 0; i < monsterTConfig.PassiveBuffIds.Count; i++) { var buffId = monsterTConfig.PassiveBuffIds[i]; configData.passiveBuffIds.Add(buffId); } return configData; } public static CharacterConfigData CombineConfigData(CharacterDataInfo characterInfo) { var cId = characterInfo.Cfg.RoleID; var characterData = TableManager.Instance.Tables.CharacterAttri.Get(cId); var fakeLevel = (int)characterInfo.Level; var levelIndex = fakeLevel - 1; var attackDataList = characterData.Attack; var defenceDataList = characterData.Defence; var hpDataList = characterData.Hp; var shieldDataList = characterData.Shield; if (levelIndex >= attackDataList.Count) { DebugUtil.LogError("角色ID:{0} 等级:{1} 无法找到对应的等级配置", cId, fakeLevel); throw new Exception("角色等级配置错误"); } var levelAttack = attackDataList[levelIndex]; var levelDefence = defenceDataList[levelIndex]; var levelHp = hpDataList[levelIndex]; var levelShield = shieldDataList[levelIndex]; var skillId = GetCharacterSkillId(characterInfo); var configData = new CharacterConfigData(); configData.cfgId = cId; configData.level = fakeLevel; configData.attack = levelAttack; var shootCd = 1f / characterData.ShootSpeed; configData.shootCD = shootCd; configData.fireTimeProgress = characterData.FirstShootTime; configData.maxBulletCount = characterData.ManagazinContain; configData.reloadTime = characterData.ChangeBulletTime; configData.defense = levelDefence; configData.defenseScale = characterData.DefenceStatusPara; configData.maxHp = levelHp; configData.maxShield = levelShield; configData.moveSpeed = characterData.Speed; configData.retreatSpeed = characterData.RetreatSpeed; configData.shootDistance = characterData.ShootRange; // TODO: 角色单位使用攻击距离作为索敌距离 configData.findEnemyRange = characterData.ShootRange; configData.moraleAttack = (int)characterData.YaZhi; configData.initMorale = characterData.MaxMorale; configData.maxMorale = characterData.MaxMorale; configData.suppressMorale = characterData.SuppressMorale; configData.retreatMorale = characterData.RetreatMorale; configData.moraleRecover = (int)characterData.CorrageRecover; configData.damagePepoleScale = characterData.DamageToHuman; configData.damageCarsScale = characterData.DamageToCarrier; configData.criticalRate = characterData.CriticalRatio; configData.criticalScale = characterData.CriticalDamage; configData.moveShootType = characterData.MoveShootType; configData.breakShootType = (int)characterData.ShootMode; configData.skillId = skillId; configData.turnSpeed = characterData.TurnSpeed; configData.job = characterData.Job; configData.faction = characterData.Fraction; configData.rarity = characterData.StartStar; var skinId = (int)characterInfo.SkinID; var skinConfig = TableManager.Instance.Tables.SkinCfg.Get(skinId, characterData.RoleID); if (skinConfig == null) { DebugUtil.LogError($"{characterData.NameRead} 无有效皮肤配置: {skinId}"); configData.nameId = characterData.NameID; } else { configData.nameId = skinConfig.NameID; } configData.weaponId = characterData.WeaponId; configData.crossLevel = characterData.MoveCrossLevel; configData.standLevel = characterData.StandCrossLevel; configData.boundTags = new List(); configData.boundTags.Add((int)characterData.Fraction); configData.shiledRecoverDelay = characterData.ShieldRecoverDelay; configData.shieldRecoverFix = characterData.ShiledRecoverValueFixed; configData.shiledRecoverPercent = characterData.ShiledRecoverValuePercent; configData.overflowShield = characterData.OverFlowShiledMax; configData.hpRecoverDelay = characterData.HPRecoverDelay; configData.hpRecoverFix = characterData.HPRecoverValueFixed; configData.hpRecoverPercent = characterData.HPRecoverValuePercent; configData.attackShiledScale = characterData.AttackShiledScale; configData.attackHpScale = characterData.AttackHpScale; configData.eyeBrowsType = characterData.EmojiEyeBowsType; configData.eyesColor = characterData.EmojiEyesColor; configData.eyeBrowColor = characterData.EmojiEyeBowsColor; configData.isAttackIgnoreBlock = characterData.AttackIgoreBlock; configData.attackEndTime = characterData.AttackSplitTime; configData.attackLoopCount = characterData.AttackLoopCount; if (characterInfo.BreakCfg == null) { configData.breakPassiveSkillId = 0; DebugUtil.LogError("角色ID:{0} 突破配置为空, 当前突破等级: {1}", cId, characterInfo.BreakLevel); } else { configData.breakPassiveSkillId = characterInfo.BreakCfg.PassiveSkillID; } if (characterInfo.AwakeCfg == null) { configData.awakePassiveSkillId = 0; DebugUtil.LogError("角色ID:{0} 觉醒配置为空, 当前觉醒等级: {1}", cId, characterInfo.AwakeLevel); } else { configData.awakePassiveSkillId = characterInfo.AwakeCfg.PassiveSkillID; } configData.debugShowInfo = new DebugShowInfo(); configData.debugShowInfo.name = characterData.NameRead; // Assets/Art/UI/Texture/Icon/HeadPic/Icon_HeadPic_A00001.png configData.debugShowInfo.iconPath = skinConfig == null ? "Null" : skinConfig.PIcHeadPath; configData.debugShowInfo.iconPath = $"Assets/Art/UI/Texture/Icon/HeadPic/{configData.debugShowInfo.iconPath}.png"; configData.debugShowInfo.configId = "CharacterDefault@" + cId; configData.debugShowInfo.cacheConfigId = characterInfo.Cfg.RoleID; return configData; } } }