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