352 lines
22 KiB
C#
352 lines
22 KiB
C#
using Cal;
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using Cal.DataTable;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace ET
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{
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public static class MonsterFactoryHelper
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{
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//0.50f, 0.46f, 0.41f, 0.35f
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private static readonly float[] HpDifficultyArr = { 0, 0.50f, 0.96f, 1.37f, 1.72f };
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// 0.18f, 0.16f, 0.12f, 0.08f
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private static readonly float[] AtkDefDifficultyArr = { 0, 0.18f, 0.34f, 0.46f, 0.53f };
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public static MonsterBase MainstoryGenerate(CopyBattle self, MainStory mainStory)
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{
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Team team = self.team;
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int len = mainStory.Monster_1Arr.Length;
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Team targetTeam = EntityFactory.Create<Team>(Game.Scene);
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targetTeam.LeaderId = team.LeaderId;
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//!+怪物队伍的总怪物数量
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MainStory.Monster_1 _monsters = mainStory.Monster_1Arr[0];
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MonsterBase _monsterBase = DataTableHelper.Get<MonsterBase>(_monsters.Monster_1_Id);
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for (int i = 0; i < len; i++)
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{
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//!获取怪物队伍的数量信息
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MainStory.Monster_1 monsters = mainStory.Monster_1Arr[i];
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MonsterBase monsterBase = DataTableHelper.Get<MonsterBase>(monsters.Monster_1_Id);
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int monsterCount = monsters.Monster_1_Count;
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//monsterCount = 10;
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for (int j = 0; j < monsterCount; j++)
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{
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//!创建怪物,加入队伍
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Unit unitMonster = EntityFactory.CreateWithParent<Unit, UnitType>(targetTeam, UnitType.Monster);
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//!设置基础属性
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int difficultIndex = team.MemberCount - 1;
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float hpDifficult = 1 + HpDifficultyArr[difficultIndex];
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float atkDefDifficult = 1 + AtkDefDifficultyArr[difficultIndex];
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unitMonster.AddComponent<NumericComponent>().Set(NumericType.Level, monsterBase.Level);
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Character character = unitMonster.AddComponent<Character>();
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unitMonster.AddComponent<Combat>();
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character.Set(AttributeType.最大生命, MathHelper.RoundToInt(monsterBase.Hp * hpDifficult));
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character.Set(AttributeType.物理攻击, MathHelper.RoundToInt(monsterBase.PhyAtk * atkDefDifficult));
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character.Set(AttributeType.精神攻击, MathHelper.RoundToInt(monsterBase.SpiAtk * atkDefDifficult));
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character.Set(AttributeType.物理防御, MathHelper.RoundToInt(monsterBase.PhyDef * atkDefDifficult));
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character.Set(AttributeType.精神防御, MathHelper.RoundToInt(monsterBase.SpiDef * atkDefDifficult));
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MonsterInit(team.GetLeader().GetMap(), unitMonster, team.LeaderId, targetTeam, (int) mainStory.Id, (int) monsterBase.Id,
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monsterBase.Level, monsterBase.SkillGroupId);
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}
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}
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self.targetTeam = targetTeam;
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return _monsterBase;
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}
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public static MonsterBase TrialCopyGenerate(CopyBattle self, TrialCopy trialCopy)
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{
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Team team = self.team;
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Team targetTeam = EntityFactory.Create<Team>(Game.Scene);
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targetTeam.LeaderId = team.LeaderId;
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MonsterBase monsterBase = DataTableHelper.Get<MonsterBase>(trialCopy.MonsterId);
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for (int i = 0; i < trialCopy.MonsterCount; i++)
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{
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Unit unitMonster = EntityFactory.CreateWithParent<Unit, UnitType>(targetTeam, UnitType.Monster);
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//!设置基础属性
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unitMonster.AddComponent<NumericComponent>().Set(NumericType.Level, monsterBase.Level);
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Character character = unitMonster.AddComponent<Character>();
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unitMonster.AddComponent<Combat>();
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character.Set(AttributeType.最大生命, MathHelper.RoundToInt(monsterBase.Hp));
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character.Set(AttributeType.物理攻击, MathHelper.RoundToInt(monsterBase.PhyAtk));
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character.Set(AttributeType.精神攻击, MathHelper.RoundToInt(monsterBase.SpiAtk));
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character.Set(AttributeType.物理防御, MathHelper.RoundToInt(monsterBase.PhyDef));
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character.Set(AttributeType.精神防御, MathHelper.RoundToInt(monsterBase.SpiDef));
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character.Set(AttributeType.力量, MathHelper.RoundToInt(monsterBase.Str));
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character.Set(AttributeType.智慧, MathHelper.RoundToInt(monsterBase.Wim));
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character.Set(AttributeType.敏捷, MathHelper.RoundToInt(monsterBase.Quk));
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character.Set(AttributeType.精神, MathHelper.RoundToInt(monsterBase.Spi));
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character.Set(AttributeType.体质, MathHelper.RoundToInt(monsterBase.Phy));
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character.Set(AttributeType.耐力, MathHelper.RoundToInt(monsterBase.Sta));
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character.Set(AttributeType.物理暴击系数, monsterBase.Pcrir);
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character.Set(AttributeType.物理暴击效果, monsterBase.Pcri);
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character.Set(AttributeType.精神暴击系数, monsterBase.Mcrir);
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character.Set(AttributeType.精神暴击效果, monsterBase.Mcri);
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character.Set(AttributeType.抗物理暴击系数, monsterBase.Rpcrir);
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character.Set(AttributeType.抗物理暴击效果, monsterBase.Rpcri);
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character.Set(AttributeType.抗精神暴击系数, monsterBase.Rmcrir);
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character.Set(AttributeType.抗精神暴击效果, monsterBase.Rmcri);
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character.Set(AttributeType.辅助值, monsterBase.Dvo);
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character.Set(AttributeType.物理免伤, monsterBase.Nphyi);
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character.Set(AttributeType.精神免伤, monsterBase.Nmeni);
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MonsterInit(team.GetLeader().GetMap(), unitMonster, team.LeaderId, targetTeam, (int) trialCopy.Id, trialCopy.MonsterId,
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monsterBase.Level, monsterBase.SkillGroupId);
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}
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self.targetTeam = targetTeam;
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return monsterBase;
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}
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public static void ManulEquipGenerate(CopyBattle self, ManulEquipMonsterConfig config)
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{
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Team team = self.team;
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Team targetTeam = EntityFactory.Create<Team>(Game.Scene);
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targetTeam.LeaderId = team.LeaderId;
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long id = config.Id;
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for (int i = 0; i < 3; i++)
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{
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ManulEquipMonsterConfig monsterConfig = ManulEquipMonsterConfigCategory.Instance.Get(id++);
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MonsterBase monsterBase = MonsterBaseCategory.Instance.Get(monsterConfig.MonsterId);
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Unit unitMonster = EntityFactory.CreateWithParent<Unit, UnitType>(targetTeam, UnitType.Monster);
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//!设置基础属性
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int difficultIndex = team.MemberCount - 1;
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float hpDifficult = 1 + ConstDefine.HpDifficultyArr[difficultIndex];
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float atkDefDifficult = 1 + ConstDefine.AtkDefDifficultyArr[difficultIndex];
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unitMonster.AddComponent<NumericComponent>().Set(NumericType.Level, monsterBase.Level);
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Character character = unitMonster.AddComponent<Character>();
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unitMonster.AddComponent<Combat>();
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character.Set(AttributeType.最大生命, MathHelper.RoundToInt(monsterBase.Hp * hpDifficult));
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character.Set(AttributeType.物理攻击, MathHelper.RoundToInt(monsterBase.PhyAtk * atkDefDifficult));
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character.Set(AttributeType.精神攻击, MathHelper.RoundToInt(monsterBase.SpiAtk * atkDefDifficult));
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character.Set(AttributeType.物理防御, MathHelper.RoundToInt(monsterBase.PhyDef * atkDefDifficult));
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character.Set(AttributeType.精神防御, MathHelper.RoundToInt(monsterBase.SpiDef * atkDefDifficult));
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character.Set(AttributeType.力量, MathHelper.RoundToInt(monsterBase.Str * atkDefDifficult));
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character.Set(AttributeType.智慧, MathHelper.RoundToInt(monsterBase.Wim * atkDefDifficult));
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character.Set(AttributeType.敏捷, MathHelper.RoundToInt(monsterBase.Quk * atkDefDifficult));
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character.Set(AttributeType.精神, MathHelper.RoundToInt(monsterBase.Spi * atkDefDifficult));
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character.Set(AttributeType.体质, MathHelper.RoundToInt(monsterBase.Phy * atkDefDifficult));
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character.Set(AttributeType.耐力, MathHelper.RoundToInt(monsterBase.Sta * atkDefDifficult));
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character.Set(AttributeType.物理暴击系数, monsterBase.Pcrir * atkDefDifficult);
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character.Set(AttributeType.物理暴击效果, monsterBase.Pcri * atkDefDifficult);
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character.Set(AttributeType.精神暴击系数, monsterBase.Mcrir * atkDefDifficult);
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character.Set(AttributeType.精神暴击效果, monsterBase.Mcri * atkDefDifficult);
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character.Set(AttributeType.抗物理暴击系数, monsterBase.Rpcrir * atkDefDifficult);
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character.Set(AttributeType.抗物理暴击效果, monsterBase.Rpcri * atkDefDifficult);
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character.Set(AttributeType.抗精神暴击系数, monsterBase.Rmcrir * atkDefDifficult);
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character.Set(AttributeType.抗精神暴击效果, monsterBase.Rmcri * atkDefDifficult);
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character.Set(AttributeType.辅助值, monsterBase.Dvo * atkDefDifficult);
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character.Set(AttributeType.物理免伤, monsterBase.Nphyi);
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character.Set(AttributeType.精神免伤, monsterBase.Nmeni);
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MonsterInit(team.GetLeader().GetMap(), unitMonster, team.LeaderId, targetTeam, (int) config.Id, (int) monsterBase.Id,
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monsterBase.Level, monsterBase.SkillGroupId);
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}
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self.targetTeam = targetTeam;
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}
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public static void SpaceTravelGenerate(CopyBattle self, SpaceTravelConfig config)
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{
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Team team = self.team;
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Team targetTeam = EntityFactory.Create<Team>(Game.Scene);
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targetTeam.LeaderId = team.LeaderId;
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int difficultIndex = team.MemberCount - 1;
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float hpDifficult = 1 + ConstDefine.HpDifficultyArr[difficultIndex];
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float atkDefDifficult = 1 + ConstDefine.AtkDefDifficultyArr[difficultIndex];
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foreach (int monsterId in config.MonsterIdArr)
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{
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MonsterBase monsterBase = MonsterBaseCategory.Instance.Get(monsterId);
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Unit unitMonster = EntityFactory.CreateWithParent<Unit, UnitType>(targetTeam, UnitType.Monster);
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//!设置基础属性
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unitMonster.AddComponent<NumericComponent>().Set(NumericType.Level, monsterBase.Level);
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Character character = unitMonster.AddComponent<Character>();
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unitMonster.AddComponent<Combat>();
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character.Set(AttributeType.最大生命, MathHelper.RoundToInt(monsterBase.Hp * hpDifficult));
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character.Set(AttributeType.物理攻击, MathHelper.RoundToInt(monsterBase.PhyAtk * atkDefDifficult));
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character.Set(AttributeType.精神攻击, MathHelper.RoundToInt(monsterBase.SpiAtk * atkDefDifficult));
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character.Set(AttributeType.物理防御, MathHelper.RoundToInt(monsterBase.PhyDef * atkDefDifficult));
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character.Set(AttributeType.精神防御, MathHelper.RoundToInt(monsterBase.SpiDef * atkDefDifficult));
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character.Set(AttributeType.力量, MathHelper.RoundToInt(monsterBase.Str * atkDefDifficult));
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character.Set(AttributeType.智慧, MathHelper.RoundToInt(monsterBase.Wim * atkDefDifficult));
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character.Set(AttributeType.敏捷, MathHelper.RoundToInt(monsterBase.Quk * atkDefDifficult));
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character.Set(AttributeType.精神, MathHelper.RoundToInt(monsterBase.Spi * atkDefDifficult));
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character.Set(AttributeType.体质, MathHelper.RoundToInt(monsterBase.Phy * atkDefDifficult));
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character.Set(AttributeType.耐力, MathHelper.RoundToInt(monsterBase.Sta * atkDefDifficult));
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character.Set(AttributeType.物理暴击系数, monsterBase.Pcrir * atkDefDifficult);
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character.Set(AttributeType.物理暴击效果, monsterBase.Pcri * atkDefDifficult);
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character.Set(AttributeType.精神暴击系数, monsterBase.Mcrir * atkDefDifficult);
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character.Set(AttributeType.精神暴击效果, monsterBase.Mcri * atkDefDifficult);
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character.Set(AttributeType.抗物理暴击系数, monsterBase.Rpcrir * atkDefDifficult);
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character.Set(AttributeType.抗物理暴击效果, monsterBase.Rpcri * atkDefDifficult);
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character.Set(AttributeType.抗精神暴击系数, monsterBase.Rmcrir * atkDefDifficult);
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character.Set(AttributeType.抗精神暴击效果, monsterBase.Rmcri * atkDefDifficult);
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character.Set(AttributeType.辅助值, monsterBase.Dvo * atkDefDifficult);
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character.Set(AttributeType.物理免伤, monsterBase.Nphyi);
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character.Set(AttributeType.精神免伤, monsterBase.Nmeni);
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MonsterInit(team.GetLeader().GetMap(), unitMonster, team.LeaderId, targetTeam, (int) config.Id, (int) monsterBase.Id,
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monsterBase.Level, monsterBase.SkillGroupId);
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}
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self.targetTeam = targetTeam;
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}
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public static MonsterBase BossGenerate(CopyBattle self, int mapId, BossBase bossBase)
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{
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Team team = self.team;
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Team targetTeam = EntityFactory.Create<Team>(Game.Scene);
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targetTeam.LeaderId = team.LeaderId;
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MonsterBase monsterBase = MonsterBaseCategory.Instance.Get(bossBase.MonsterId);
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Unit unitMonster = EntityFactory.CreateWithParent<Unit, UnitType>(targetTeam, UnitType.Monster);
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//!设置基础属性
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int difficultIndex = team.MemberCount - 1;
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float hpDifficult = 1 + ConstDefine.HpDifficultyArr[difficultIndex];
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float atkDefDifficult = 1 + ConstDefine.AtkDefDifficultyArr[difficultIndex];
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unitMonster.AddComponent<NumericComponent>().Set(NumericType.Level, monsterBase.Level);
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Character character = unitMonster.AddComponent<Character>();
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unitMonster.AddComponent<Combat>();
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character.Set(AttributeType.最大生命, MathHelper.RoundToInt(monsterBase.Hp * hpDifficult));
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character.Set(AttributeType.物理攻击, MathHelper.RoundToInt(monsterBase.PhyAtk * atkDefDifficult));
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character.Set(AttributeType.精神攻击, MathHelper.RoundToInt(monsterBase.SpiAtk * atkDefDifficult));
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character.Set(AttributeType.物理防御, MathHelper.RoundToInt(monsterBase.PhyDef * atkDefDifficult));
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character.Set(AttributeType.精神防御, MathHelper.RoundToInt(monsterBase.SpiDef * atkDefDifficult));
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character.Set(AttributeType.力量, MathHelper.RoundToInt(monsterBase.Str * atkDefDifficult));
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character.Set(AttributeType.智慧, MathHelper.RoundToInt(monsterBase.Wim * atkDefDifficult));
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character.Set(AttributeType.敏捷, MathHelper.RoundToInt(monsterBase.Quk * atkDefDifficult));
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character.Set(AttributeType.精神, MathHelper.RoundToInt(monsterBase.Spi * atkDefDifficult));
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character.Set(AttributeType.体质, MathHelper.RoundToInt(monsterBase.Phy * atkDefDifficult));
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character.Set(AttributeType.耐力, MathHelper.RoundToInt(monsterBase.Sta * atkDefDifficult));
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character.Set(AttributeType.物理暴击系数, monsterBase.Pcrir * atkDefDifficult);
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character.Set(AttributeType.物理暴击效果, monsterBase.Pcri * atkDefDifficult);
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character.Set(AttributeType.精神暴击系数, monsterBase.Mcrir * atkDefDifficult);
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character.Set(AttributeType.精神暴击效果, monsterBase.Mcri * atkDefDifficult);
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character.Set(AttributeType.抗物理暴击系数, monsterBase.Rpcrir * atkDefDifficult);
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character.Set(AttributeType.抗物理暴击效果, monsterBase.Rpcri * atkDefDifficult);
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character.Set(AttributeType.抗精神暴击系数, monsterBase.Rmcrir * atkDefDifficult);
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character.Set(AttributeType.抗精神暴击效果, monsterBase.Rmcri * atkDefDifficult);
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character.Set(AttributeType.辅助值, monsterBase.Dvo * atkDefDifficult);
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character.Set(AttributeType.物理免伤, monsterBase.Nphyi);
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character.Set(AttributeType.精神免伤, monsterBase.Nmeni);
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//!保存bossUnitId
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BossComponent.Instance.bossIdDic[mapId % 100] = unitMonster.Id;
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unitMonster.AddComponent<UnitScene>().MapId = mapId;
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MonsterInit(team.GetLeader().GetMap(), unitMonster, team.LeaderId, targetTeam, (int) bossBase.Id, bossBase.MonsterId, monsterBase.Level,
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monsterBase.SkillGroupId);
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self.targetTeam = targetTeam;
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return monsterBase;
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}
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public static FamilyBossConfig FamilyBossGenerate(CopyBattle self, FamilyBossConfig familyBossConfig, FamilyBoss family)
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{
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Team team = self.team;
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Team targetTeam = EntityFactory.Create<Team>(Game.Scene);
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targetTeam.LeaderId = team.LeaderId;
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MonsterBase monsterBase = MonsterBaseCategory.Instance.Get(familyBossConfig.MonsterId);
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Unit unitMonster = EntityFactory.CreateWithParent<Unit, UnitType>(targetTeam, UnitType.Monster);
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//!设置基础属性
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int difficultIndex = team.MemberCount - 1;
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float hpDifficult = 1 + ConstDefine.HpDifficultyArr[difficultIndex];
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float atkDefDifficult = 1 + ConstDefine.AtkDefDifficultyArr[difficultIndex];
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unitMonster.AddComponent<NumericComponent>().Set(NumericType.Level, monsterBase.Level);
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Character character = unitMonster.AddComponent<Character>();
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unitMonster.AddComponent<Combat>();
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int hp = family.GetBossHp((int) familyBossConfig.Id);
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character.Set(AttributeType.最大生命, hp);
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character.Set(AttributeType.物理攻击, MathHelper.RoundToInt(monsterBase.PhyAtk * atkDefDifficult));
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character.Set(AttributeType.精神攻击, MathHelper.RoundToInt(monsterBase.SpiAtk * atkDefDifficult));
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character.Set(AttributeType.物理防御, MathHelper.RoundToInt(monsterBase.PhyDef * atkDefDifficult));
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character.Set(AttributeType.精神防御, MathHelper.RoundToInt(monsterBase.SpiDef * atkDefDifficult));
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character.Set(AttributeType.物理暴击系数, monsterBase.Pcrir * atkDefDifficult);
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character.Set(AttributeType.物理暴击效果, monsterBase.Pcri * atkDefDifficult);
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character.Set(AttributeType.精神暴击系数, monsterBase.Mcrir * atkDefDifficult);
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character.Set(AttributeType.精神暴击效果, monsterBase.Mcri * atkDefDifficult);
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character.Set(AttributeType.抗物理暴击系数, monsterBase.Rpcrir * atkDefDifficult);
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character.Set(AttributeType.抗物理暴击效果, monsterBase.Rpcri * atkDefDifficult);
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character.Set(AttributeType.抗精神暴击系数, monsterBase.Rmcrir * atkDefDifficult);
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character.Set(AttributeType.抗精神暴击效果, monsterBase.Rmcri * atkDefDifficult);
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character.Set(AttributeType.辅助值, monsterBase.Dvo * atkDefDifficult);
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character.Set(AttributeType.物理免伤, monsterBase.Nphyi);
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character.Set(AttributeType.精神免伤, monsterBase.Nmeni);
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MonsterInit(team.GetLeader().GetMap(), unitMonster, team.LeaderId, targetTeam, (int) familyBossConfig.Id, familyBossConfig.MonsterId,
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monsterBase.Level, monsterBase.SkillGroupId);
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self.targetTeam = targetTeam;
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return familyBossConfig;
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}
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/// <summary>
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/// 3处需要改动
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/// </summary>
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/// <param name="unitMonster"></param>
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/// <param name="learderId"></param>
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/// <param name="targetTeam"></param>
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/// <param name="monsterId"></param>
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/// <param name="level"></param>
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/// <param name="skillGroupId"></param>
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private static void MonsterInit(MapScene mapScene, Unit unitMonster, long learderId, Team targetTeam, int configId, int monsterId, int level,
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int skillGroupId)
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{
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mapScene.Enter(unitMonster).Coroutine();
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unitMonster.AddComponent<BattleComponent>();
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unitMonster.AddComponent<AttackComponent>();
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unitMonster.AddComponent<TargetableUnitComponent>();
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var monsterInfo = unitMonster.AddComponent<MonsterInfo>();
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monsterInfo.configId = configId;
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monsterInfo.monsterId = monsterId;
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unitMonster.AddComponent<BrocastComponent, bool>(false);
|
|
//!用TeamLeaderId保存玩家Id
|
|
unitMonster.TeamLeaderId = learderId;
|
|
//!初始化怪物技能
|
|
unitMonster.AddComponent<SkillMgrComponent>();
|
|
unitMonster.AddComponent<ModifierContainerComponent>();
|
|
|
|
UnitSkillComponent skillComponent = unitMonster.AddComponent<UnitSkillComponent>();
|
|
SkillAI ai = unitMonster.AddComponent<SkillAI>();
|
|
SkillGroupBase skillGroupBase = DataTableHelper.Get<SkillGroupBase>(skillGroupId);
|
|
for (int i = skillGroupBase.SkillsArr.Length - 1; i >= 0; i--)
|
|
{
|
|
int skillId = skillGroupBase.SkillsArr[i].Skills_Id;
|
|
if (skillComponent.InitMonsterSkill(skillId))
|
|
skillComponent.LearnMonsterSkill(skillId);
|
|
ai.AutoSkillList.AddFirst(skillId);
|
|
}
|
|
|
|
int lv = level;
|
|
float spd = CharacterHelper.GetSpeed(lv);
|
|
ai.roundCD = CharacterHelper.GetSkillCD(spd);
|
|
//!增加记录玩家的组件
|
|
unitMonster.AddComponent<UnitEnermy>().MonsterId = monsterId;
|
|
//!加入怪物队伍
|
|
targetTeam.Add(unitMonster);
|
|
}
|
|
}
|
|
} |