NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Data/VehicleConfigData.cs

258 lines
8.7 KiB
C#

using cfg.FightCfg;
using cfg.MonsterCfg;
using cfg.VehicleCfg;
using Framework;
using Gameplay.Unit.Data;
using Gameplay.Utils;
using UnityEngine;
namespace Gameplay.Vehicle.Data
{
public class VehicleConfigData
{
public int configId;
public int level;
public int attack;
public int defense;
public int hp;
public int shield;
public float moveSpeed;
public float turnSpeed;
public int attackDistance;
public int standLevel;
public int crossLevel;
public float shootCd;
public int maxBulletCount;
public int perShootCount;
public float reloadTime;
public float attackShiledScale;
public float attackHpScale;
public int moraleAttack;
public float scaleForHuman;
public float scaleForVehicle;
public float criticalRate;
public float criticalDamageScale;
public float firstShootTime;
public int weaponId;
public int sitCount;
public string prefabPath;
public int tireMarkId;
public int skillId;
public int deadEffectId;
public bool isAttackIgnoreBlock;
public DebugShowInfo debugShowInfo;
public VehicleAudioData audioData;
public void Init(DataMonster monsterConfig)
{
var rawConfig = TableManager.Instance.Tables.EnemyVehicleConfig.GetOrDefault(monsterConfig.MonsterClassID);
if (rawConfig == null)
{
DebugUtil.LogError("VehicleConfigData.Init rawConfig(Class DataEnemyVehicle) is null");
return;
}
audioData = new VehicleAudioData();
audioData.deadAudioId = rawConfig.DeadAudioId;
audioData.walkLoopAudioId = rawConfig.WalkLoopAudioId;
audioData.walkStopAudioId = rawConfig.WalkStopAudioId;
audioData.IdleLoopAudioId = rawConfig.IdleLoopAudioId;
audioData.ReadyAudioId = rawConfig.ReadyAudioId;
configId = rawConfig.ID;
prefabPath = PathEx.GetVehicleGameModelPath(configId);
debugShowInfo = new DebugShowInfo();
debugShowInfo.configId = "EnemyVehicle@" + configId;
debugShowInfo.name = rawConfig.Name;
level = monsterConfig.MonsterLevel;
var enemyLevelConfig = TableManager.Instance.Tables.EnemyVehicleLevelUp.GetOrDefault(level);
attack = Mathf.RoundToInt(rawConfig.Damage * monsterConfig.AttackFix * enemyLevelConfig.AttackLevelUpTemplate);
defense = Mathf.RoundToInt(rawConfig.Defense * monsterConfig.DefenceFix * enemyLevelConfig.DefenceLevelUpTemplate);
hp = Mathf.RoundToInt(rawConfig.HP * monsterConfig.HPFix * enemyLevelConfig.HpLevelUpTemplate);
shield = 0;
moveSpeed = rawConfig.MoveSpeed;
turnSpeed = rawConfig.TurnSpeed;
crossLevel = rawConfig.MoveCrossLevel;
standLevel = rawConfig.StandCrossLevel;
attackDistance = rawConfig.AttackDistance;
shootCd = 1f / rawConfig.FireRate;
maxBulletCount = rawConfig.BulletCount;
perShootCount = rawConfig.PerShootCount;
reloadTime = rawConfig.ReloadTime;
moraleAttack = rawConfig.MoraleDamage;
criticalRate = rawConfig.CriticalRate;
criticalDamageScale = rawConfig.CriticalScale;
firstShootTime = rawConfig.FirstShootTime;
deadEffectId = rawConfig.DeadEffectId;
sitCount = rawConfig.SeatCount;
weaponId = rawConfig.WeaponId;
tireMarkId = rawConfig.TireMarkId;
attackHpScale = rawConfig.AttackHpScale;
attackShiledScale = rawConfig.AttackShiledScale;
scaleForHuman = rawConfig.ScaleForHuman;
scaleForVehicle = rawConfig.ScaleForVehicle;
isAttackIgnoreBlock = rawConfig.AttackIgnoreBlock;
var skillUpgradeConfig = TableManager.Instance.Tables.EnemyVehicleSkillUpgrade.GetOrDefault(rawConfig.ID);
if (skillUpgradeConfig == null)
{
DebugUtil.LogError($"未找到敌人车辆技能配置:{rawConfig.ID}");
}
else
{
var skillLevelIndex = enemyLevelConfig.SkillLevel - 1;
if (skillLevelIndex < 0)
{
skillLevelIndex = 0;
}
if (skillUpgradeConfig.SkillIdList.Count <= skillLevelIndex)
{
DebugUtil.LogError($"未找到敌人车辆技能配置:{rawConfig.ID} 等级:{enemyLevelConfig.SkillLevel} 索引:{skillLevelIndex}");
// 使用最后一个技能
skillId = skillUpgradeConfig.SkillIdList[^1];
DebugUtil.LogError($"使用最后一个技能:{skillId}");
}
else
{
skillId = skillUpgradeConfig.SkillIdList[skillLevelIndex];
}
}
}
public void Init(VehicleCultivateData rawConfig,
int passInLevel, int skillLevel)
{
if (rawConfig == null || rawConfig.Cfg == null)
{
DebugUtil.LogError("VehicleConfigData.Init rawConfig(Class VehicleCultivateData) is null");
return;
}
audioData = new VehicleAudioData();
audioData.ReadyAudioId = rawConfig.Cfg.ReadyAudioId;
audioData.IdleLoopAudioId = rawConfig.Cfg.IdleLoopAudioId;
audioData.walkLoopAudioId = rawConfig.Cfg.WalkLoopAudioId;
audioData.walkStopAudioId = rawConfig.Cfg.WalkStopAudioId;
audioData.deadAudioId = rawConfig.Cfg.DeadAudioId;
configId = (int)rawConfig.Cfg.ID;
prefabPath = PathEx.GetVehicleGameModelPath(configId);
debugShowInfo = new DebugShowInfo();
debugShowInfo.configId = "VehicleConfig@" + configId;
debugShowInfo.name = rawConfig.Cfg.Name;
debugShowInfo.iconPath = rawConfig.Cfg.Icon;
level = passInLevel;
attack = rawConfig.Attack();
defense = rawConfig.Defense();
hp = rawConfig.Hp();
shield = 0;
moveSpeed = rawConfig.Cfg.MoveSpeed;
turnSpeed = rawConfig.Cfg.TurnSpeed;
crossLevel = rawConfig.Cfg.MoveCrossLevel;
standLevel = rawConfig.Cfg.StandCrossLevel;
attackDistance = rawConfig.Cfg.AttackDistance;
shootCd = 1f / rawConfig.Cfg.FireRate;
maxBulletCount = rawConfig.Cfg.BulletCount;
perShootCount = rawConfig.Cfg.PerShootCount;
reloadTime = rawConfig.Cfg.ReloadTime;
moraleAttack = rawConfig.Cfg.MoraleDamage;
criticalRate = rawConfig.Cfg.CriticalRate;
criticalDamageScale = rawConfig.Cfg.CriticalScale;
firstShootTime = rawConfig.Cfg.FirstShootTime;
deadEffectId = rawConfig.Cfg.DeadEffectId;
sitCount = rawConfig.SeatCount();
weaponId = rawConfig.Cfg.WeaponId;
tireMarkId = rawConfig.Cfg.TireMarkId;
attackHpScale = rawConfig.AttackHpScale();
attackShiledScale = rawConfig.AttackShiledScale();
scaleForHuman = rawConfig.ScaleForHuman();
scaleForVehicle = rawConfig.ScaleForVehicle();
isAttackIgnoreBlock = rawConfig.Cfg.AttackIgnoreBlock;
var skillConfig = TableManager.Instance.Tables.VehicleSkllUpgrade.Get(rawConfig.Cfg.ID);
if (skillConfig == null || skillConfig.SkillIdList.Count == 0)
{
DebugUtil.LogError($"未找到车辆技能配置:{rawConfig.Cfg.ID}");
skillId = -1;
}
else
{
var skillLevelIndex = skillLevel - 1;
if (skillConfig.SkillIdList.Count <= skillLevelIndex)
{
DebugUtil.LogError($"未找到车辆技能配置:{rawConfig.Cfg.ID} 等级:{skillLevel} 索引:{skillLevelIndex}");
// 使用最后一个技能
skillId = skillConfig.SkillIdList[^1];
DebugUtil.LogError($"使用最后一个技能:{skillId}");
}
else
{
skillId = skillConfig.SkillIdList[skillLevelIndex];
}
}
// TODO: 强制指定技能id
// skillId = 30009;
}
}
}