625 lines
25 KiB
C#
625 lines
25 KiB
C#
using System.Collections.Generic;
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using cfg.BuffCfg;
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using Gameplay.Unit.Data;
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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 Queue<float> _cacheValues = new Queue<float>(10);
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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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_cacheValues.Clear();
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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: buff id- {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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private void _ReCalcShootCD()
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{
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DebugUtil.Log("原始射击间隔:{0},射速加成:{1}", owner.fightData.baseShootCd, owner.fightData.p_shootCdScale);
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owner.fightData.shootCd = owner.fightData.baseShootCd * (1 + (1 / Mathf.Max(1 + owner.fightData.p_shootCdScale, 0.01f) - 1));
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DebugUtil.Log("新射击间隔:{0}", owner.fightData.shootCd);
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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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_HandleForAddSingle(propType, changeValue);
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}
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}
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private void _HandleForAddSingle(EPropType propType,
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float changeValue)
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{
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switch (propType)
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{
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case EPropType.MoveSpeed:
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{
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var cacheValue = changeValue;
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owner.fightData.moveSpeed += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.BeDamageScale:
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{
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var cacheValue = changeValue;
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owner.fightData.beDamageScale += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.FinalDamageScale:
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{
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var cacheValue = changeValue;
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owner.fightData.finalDamageScale += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.MoraleDamageScale:
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{
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var cacheValue = changeValue;
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owner.fightData.moraleDamageScale += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.BeMoraleDamageScale:
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{
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var cacheValue = changeValue;
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owner.fightData.moraleBeDamageScale += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.AttackValue:
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{
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var cacheValue = changeValue;
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owner.fightData.attack += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.DefenseValue:
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{
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var cacheValue = changeValue;
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owner.fightData.defense += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.ShootRate:
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{
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var cacheValue = changeValue;
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owner.fightData.p_shootCdScale += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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// 射击间隔 * ( 1+ (1/(1+射速加成) -1) )
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_ReCalcShootCD();
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_UpdateViewShootCd();
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break;
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case EPropType.MoveShoot:
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{
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var cacheValue = changeValue;
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_cacheValues.Enqueue(cacheValue);
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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)cacheValue;
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}
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}
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break;
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case EPropType.MoveSpeedPercent:
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{
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var cacheValue = creator.fightData.baseMoveSpeed * changeValue;
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owner.fightData.moveSpeed += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.RetretSpeedPercent:
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{
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var cacheValue = creator.fightData.baseRetreatSpeed * changeValue;
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owner.fightData.retreatSpeed += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.AttackValuePercent:
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{
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var cacheValue = creator.fightData.baseAttack * changeValue;
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owner.fightData.attack += (int)cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.DefenseValuePercent:
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{
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var cacheValue = creator.fightData.baseDefense * changeValue;
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owner.fightData.defense += (int)cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.AttackDistancePercent:
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{
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var cacheValue = changeValue;
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creator.fightData.baseAttackDistanceScale += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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_UpdateBaseAttackDistance();
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break;
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case EPropType.AttackDistance:
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{
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var cacheValue = Mathf.RoundToInt(changeValue);
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creator.fightData.baseAttackDistanceFixed += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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_UpdateBaseAttackDistance();
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break;
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case EPropType.SkillReleaseDistancePercent:
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{
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var cacheValue = changeValue;
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creator.fightData.skillReleaseDistanceScale += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.ReloadTimePercent:
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{
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var cacheValue = creator.fightData.baseReloadTime * changeValue;
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owner.fightData.reloadTime += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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_UpdateViewReloadCd();
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break;
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case EPropType.MoraleRecoverScale:
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{
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var cacheValue = changeValue;
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owner.fightData.moraleRecoverScale += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.DamageScaleForVehicle:
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{
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var cacheValue = changeValue;
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owner.fightData.scaleForVehicle += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.IgnoreShieldRate:
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{
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var cacheValue = changeValue;
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owner.fightData.ignoreShieldRate += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.ignoreDebuffRate:
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{
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var cacheValue = changeValue;
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owner.fightData.ignoreDebuffRate += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.MaxBullet:
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{
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var cacheValue = Mathf.CeilToInt(changeValue * owner.fightData.baseMaxBulletCount);
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owner.fightData.maxBulletCount += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.RetreatTime:
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{
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var cacheValue = changeValue;
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owner.fightData.retreateTime += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.RetreatTimePercent:
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{
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var cacheValue = owner.fightData.baseRetreateTime * changeValue;
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owner.fightData.retreateTime += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.LastBulletDamageScale:
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{
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var cacheValue = changeValue;
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owner.fightData.lastBulletDamageScale += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.DamageScaleForHuman:
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{
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var cacheValue = changeValue;
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owner.fightData.scaleForHuman += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.SkillCDReduceScale:
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{
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var cacheValue = changeValue;
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owner.fightData.skillCdReduceScale += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.MoraleDamage:
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{
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var cacheValue = changeValue;
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owner.fightData.moraleAttack += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.AttackEndTimeFix:
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{
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var cacheValue = changeValue;
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owner.fightData.attackEndTime += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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_UpdateViewAttackEndTime();
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break;
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case EPropType.AttackEndTimePercent:
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{
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var cacheValue = owner.fightData.baseAttackEndTime * changeValue;
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owner.fightData.attackEndTime += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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_UpdateViewAttackEndTime();
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break;
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case EPropType.HitRateFix:
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{
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var cacheValue = changeValue;
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_ChangeHitRateFix(cacheValue);
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.HitRatePercent:
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// 在内部进行缓存处理
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_ChangeHitRatePercent(changeValue);
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break;
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case EPropType.MaxBulletPercent:
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{
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var cacheValue = Mathf.CeilToInt(changeValue * owner.fightData.baseMaxBulletCount);
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owner.fightData.maxBulletCount += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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break;
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case EPropType.PerReloadPercent:
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{
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var cacheValue = Mathf.CeilToInt(changeValue * owner.fightData.basePerReloadCount);
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owner.fightData.perReloadCount += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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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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private void _ChangeHitRatePercent(float changePercent)
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{
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for (int i = 0; i < owner.fightData.distanceHitRate.Count; i++)
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{
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var baseHitRate = owner.fightData.baseDistanceHitRate[i];
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var cacheValue = baseHitRate * changePercent;
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owner.fightData.distanceHitRate[i] += cacheValue;
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_cacheValues.Enqueue(cacheValue);
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}
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}
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private void _RevertChangeHitRatePercent()
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{
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for (int i = 0; i < owner.fightData.distanceHitRate.Count; i++)
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.distanceHitRate[i] -= cacheValue;
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}
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}
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private void _ChangeHitRateFix(float changeValue)
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{
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for (int i = 0; i < owner.fightData.distanceHitRate.Count; i++)
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{
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owner.fightData.distanceHitRate[i] += changeValue;
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}
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}
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private void _UpdateBaseAttackDistance()
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{
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owner.fightData.normalAttackDistance = Mathf.CeilToInt(
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creator.fightData.baseAttackDistance * creator.fightData.baseAttackDistanceScale
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+ creator.fightData.baseAttackDistanceFixed);
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}
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private void _UpdateViewReloadCd()
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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.ResetReloadAnim();
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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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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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private void _UpdateViewAttackEndTime()
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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.ResetAttackEndAnim();
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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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switch (propType)
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{
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case EPropType.MoveSpeed:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.moveSpeed -= cacheValue;
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}
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break;
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case EPropType.BeDamageScale:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.beDamageScale -= cacheValue;
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}
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break;
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case EPropType.FinalDamageScale:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.finalDamageScale -= cacheValue;
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}
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break;
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case EPropType.MoraleDamageScale:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.moraleDamageScale -= cacheValue;
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}
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break;
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case EPropType.BeMoraleDamageScale:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.moraleBeDamageScale -= cacheValue;
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}
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break;
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case EPropType.AttackValue:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.attack -= cacheValue;
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}
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break;
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case EPropType.DefenseValue:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.defense -= cacheValue;
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}
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break;
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case EPropType.ShootRate:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.p_shootCdScale -= cacheValue;
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}
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// 射击间隔 * ( 1+ (1/(1+射速加成) -1) )
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_ReCalcShootCD();
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_UpdateViewShootCd();
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break;
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case EPropType.MoveShoot:
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{
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var cacheValue = _cacheValues.Dequeue();
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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)cacheValue;
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}
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}
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break;
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case EPropType.MoveSpeedPercent:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.moveSpeed -= cacheValue;
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}
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break;
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case EPropType.RetretSpeedPercent:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.retreatSpeed -= cacheValue;
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}
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break;
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case EPropType.AttackValuePercent:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.attack -= cacheValue;
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}
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break;
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case EPropType.DefenseValuePercent:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.defense -= cacheValue;
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}
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break;
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case EPropType.AttackDistancePercent:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.baseAttackDistanceScale -= cacheValue;
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}
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_UpdateBaseAttackDistance();
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break;
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case EPropType.AttackDistance:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.baseAttackDistanceFixed -= Mathf.RoundToInt(cacheValue);
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}
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_UpdateBaseAttackDistance();
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break;
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case EPropType.SkillReleaseDistancePercent:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.skillReleaseDistanceScale -= cacheValue;
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}
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break;
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case EPropType.ReloadTimePercent:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.reloadTime -= cacheValue;
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}
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_UpdateViewReloadCd();
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break;
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case EPropType.MoraleRecoverScale:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.moraleRecoverScale -= cacheValue;
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}
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break;
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case EPropType.DamageScaleForVehicle:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.scaleForVehicle -= cacheValue;
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}
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break;
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case EPropType.IgnoreShieldRate:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.ignoreShieldRate -= cacheValue;
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}
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break;
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case EPropType.ignoreDebuffRate:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.ignoreDebuffRate -= cacheValue;
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}
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break;
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case EPropType.MaxBullet:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.maxBulletCount -= Mathf.RoundToInt(cacheValue);
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}
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break;
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case EPropType.RetreatTime:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.retreateTime -= cacheValue;
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}
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break;
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case EPropType.RetreatTimePercent:
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{
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var cacheValue = _cacheValues.Dequeue();
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owner.fightData.retreateTime -= cacheValue;
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}
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break;
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case EPropType.LastBulletDamageScale:
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{
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var cacheValue = _cacheValues.Dequeue();
|
||
owner.fightData.lastBulletDamageScale -= cacheValue;
|
||
}
|
||
break;
|
||
case EPropType.DamageScaleForHuman:
|
||
{
|
||
var cacheValue = _cacheValues.Dequeue();
|
||
owner.fightData.scaleForHuman -= cacheValue;
|
||
}
|
||
break;
|
||
case EPropType.SkillCDReduceScale:
|
||
{
|
||
var cacheValue = _cacheValues.Dequeue();
|
||
owner.fightData.skillCdReduceScale -= cacheValue;
|
||
}
|
||
break;
|
||
case EPropType.MoraleDamage:
|
||
{
|
||
var cacheValue = _cacheValues.Dequeue();
|
||
owner.fightData.moraleAttack -= cacheValue;
|
||
}
|
||
break;
|
||
case EPropType.AttackEndTimeFix:
|
||
{
|
||
var cacheValue = _cacheValues.Dequeue();
|
||
owner.fightData.attackEndTime -= cacheValue;
|
||
}
|
||
_UpdateViewAttackEndTime();
|
||
break;
|
||
case EPropType.AttackEndTimePercent:
|
||
{
|
||
var cacheValue = _cacheValues.Dequeue();
|
||
owner.fightData.attackEndTime -= cacheValue;
|
||
}
|
||
_UpdateViewAttackEndTime();
|
||
break;
|
||
case EPropType.HitRateFix:
|
||
{
|
||
var cacheValue = _cacheValues.Dequeue();
|
||
_ChangeHitRateFix(-cacheValue);
|
||
}
|
||
break;
|
||
case EPropType.HitRatePercent:
|
||
// 内部处理
|
||
_RevertChangeHitRatePercent();
|
||
break;
|
||
case EPropType.MaxBulletPercent:
|
||
{
|
||
var cacheValue = _cacheValues.Dequeue();
|
||
owner.fightData.maxBulletCount -= Mathf.RoundToInt(cacheValue);
|
||
}
|
||
break;
|
||
case EPropType.PerReloadPercent:
|
||
{
|
||
var cacheValue = _cacheValues.Dequeue();
|
||
owner.fightData.perReloadCount -= Mathf.RoundToInt(cacheValue);
|
||
}
|
||
break;
|
||
default:
|
||
DebugUtil.LogError("暂未处理的属性类型:{0}", propType);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
}
|