/******************************************************************************** * 文件名: OtherPlayerData.cs * 全路径: \Script\Player\UserData\OtherPlayerData.cs * 创建人: grx * 创建时间: 2013-06-05 * * 功能说明: 其他玩家的数据 * 修改记录: *********************************************************************************/ using System; using System.Collections.Generic; using Games.GlobeDefine; using Games.ImpactModle; using Games.SkillModle; using UnityEngine; using System.Collections; using Games.Item; using Games.MountModule; using Games.TitleInvestitive; using Games.ChatHistory; using Games.Fellow; using Games.MoneyTree; using Games.UserCommonData; using Games.DailyMissionData; using Games.DailyLuckyDraw; using GCGame.Table; public class OtherPlayerData { public OtherPlayerData() { m_AdvanceData = new AdvanceData(); } public void CleanUpContainers() { GameItemContainer.InitStaticParams(); m_oEquipPack = new GameItemContainer(GameItemContainer.SIZE_EQUIPPACK, GameItemContainer.Type.TYPE_EQUIPPACK); m_AdvancePack = new GameItemContainer(GameItemContainer.SIZE_ADVANCPACK, GameItemContainer.Type.TYPE_ADVANCEPACK); } public void CleanUpData() { CleanUpContainers(); for (int i = 0; i < GameItemContainer.SIZE_EQUIPPACK; i++) { GameItem item = m_oEquipPack.GetItem(i); if (item != null ) { item.CleanUp(); } } } private string m_strName = ""; public string Name { get { return m_strName; } set { m_strName = value; } } // 战力值 private int m_nCombatValue = 0; public int CombatValue { get { return m_nCombatValue; } set { m_nCombatValue = value; } } // 修为 private int m_AbilityLevel = 0; public int AbilityLevel { get { return m_AbilityLevel; } set { m_AbilityLevel = value; } } // 等级 private int m_nLevel = 0; public int Level { get { return m_nLevel; } set { m_nLevel = value; } } // 职业 private int m_Profession = -1; public int Profession { get { return m_Profession; } set { m_Profession = value; } } // 技能信息 private OwnSkillData[] m_OwnSkillInfo; public OwnSkillData[] OwnSkillInfo { get { return m_OwnSkillInfo; } set { m_OwnSkillInfo = value; } } //伙伴数据 private FellowContainer m_FellowContainer; public FellowContainer FellowContainer { get { return m_FellowContainer; } set { m_FellowContainer = value; } } //法宝 private GameItemContainer m_oMagicPack; public GameItemContainer MagicPack { get { return m_oMagicPack; } set { m_oMagicPack = value; } } //当前装备的法宝 private int m_CurDressedMagicWeaponIndex; public int CurDressedMagicWeaponIndex { set { m_CurDressedMagicWeaponIndex = value; } get { return m_CurDressedMagicWeaponIndex; } } //当前激活的法宝 private int[] m_CurActivedMagicWeaponIndex; public int[] CurActivedMagicWeaponIndex { set { m_CurActivedMagicWeaponIndex = value; } get { return m_CurActivedMagicWeaponIndex; } } private UInt64 m_RoleGUID = 0; public System.UInt64 RoleGUID { get { return m_RoleGUID; } set { m_RoleGUID = value; } } #region 属性 // 不完全整理基本属性和详细属性 // 基础属性 private int m_nCurHp = 0; public int CurHp { get { return m_nCurHp; } set { m_nCurHp = value; } } private int m_nMaxHP = 0; public int MaxHP { get { return m_nMaxHP; } set { m_nMaxHP = value; } } private int m_nCurMp = 0; public int CurMp { get { return m_nCurMp; } set { m_nCurMp = value; } } private int m_nMaxMp = 0; public int MaxMp { get { return m_nMaxMp; } set { m_nMaxMp = value; } } private long m_nCurExp = 0; public long CurExp { get { return m_nCurExp; } set { m_nCurExp = value; } } private long m_nMaxExp = 0; public long MaxExp { get { return m_nMaxExp; } set { m_nMaxExp = value; } } private int m_nPAttck = 0;//物攻 public int PAttck { get { return m_nPAttck; } set { m_nPAttck = value; } } private int m_nMAttack = 0;//法功 public int MAttack { get { return m_nMAttack; } set { m_nMAttack = value; } } // 命中率 private int m_nHit = 0; public int Hit { get { return m_nHit; } set { m_nHit = value; } } private int m_nCritical = 0;//暴击 public int Critical { get { return m_nCritical; } set { m_nCritical = value; } } private int m_nPDefense = 0;//物防 public int PDefense { get { return m_nPDefense; } set { m_nPDefense = value; } } private int m_MDefense = 0;//法防 public int MDefense { get { return m_MDefense; } set { m_MDefense = value; } } private int m_DeCritical = 0;//暴击抗性 public int DeCritical { get { return m_DeCritical; } set { m_DeCritical = value; } } private int m_nDoge = 0;//闪避 public int Doge { get { return m_nDoge; } set { m_nDoge = value; } } private int m_nStrike = 0;//穿透 public int Strike { get { return m_nStrike; } set { m_nStrike = value; } } private int m_nCriticalAdd = 0;//暴击加成 public int CriticalAdd { get { return m_nCriticalAdd; } set { m_nCriticalAdd = value; } } private int m_nDuctical = 0;//韧性 public int Ductical { get { return m_nDuctical; } set { m_nDuctical = value; } } private int m_nCriticalMis = 0;//暴击减免 public int CriticalMis { get { return m_nCriticalMis; } set { m_nCriticalMis = value; } } private int m_CureMount; //治疗量 public int CureMount { get { return m_CureMount; } set { m_CureMount = value; } } private int m_Constitu; //体质 public int Constitu { get { return m_Constitu; } set { m_Constitu = value; } } private int m_Morfib; //精力 public int Morfib { get { return m_Morfib; } set { m_Morfib = value; } } private int m_Strength; //力量 public int Strength { get { return m_Strength; } set { m_Strength = value; } } private int m_Intellenge; //智力 public int Intellenge { get { return m_Intellenge; } set { m_Intellenge = value; } } private int m_Agile; //敏捷 public int Agile { get { return m_Agile; } set { m_Agile = value; } } // 详细属性 ////////////////////////////////// // 重要属性 ////////////////////////////////// private int m_ActVal; // 活力值 public int ActVal { get { return m_ActVal; } set { m_ActVal = value; } } private int m_pkVal; // PK值 public int PkVal { get { return m_pkVal; } set { m_pkVal = value; } } private int m_LuckyVal; // 幸运值 public int LuckVal { get { return m_LuckyVal; } set { m_LuckyVal = value; } } // 特殊属性 private int m_IngDef; // 无视防御 public int IngDef { get { return m_IngDef; } set { m_IngDef = value; } } private int m_ReduceDam; // 伤害减免 public int ReduceDam { get { return m_ReduceDam; } set { m_ReduceDam = value; } } ////////////////////////////////// // 效果属性 ////////////////////////////////// private int m_DizzyEnhance; // 眩晕增强 public int DizzyEnhance { get { return m_DizzyEnhance; } set { m_DizzyEnhance = value; } } private int m_DizzyeDef; // 眩晕抗性 public int DizzyeDef { get { return m_DizzyeDef; } set { m_DizzyeDef = value; } } private int m_SilentEnhance; // 沉默增强 public int SilentEnhance { get { return m_SilentEnhance; } set { m_SilentEnhance = value; } } private int m_SilentDef; // 沉默抗性 public int SilentDef { get { return m_SilentDef; } set { m_SilentDef = value; } } private int m_ImmobEnhance; // 定身 public int ImmobEnhance { get { return m_ImmobEnhance; } set { m_ImmobEnhance = value; } } private int m_ImmobDef; // 定身抗性 public int ImmobDef { get { return m_ImmobDef; } set { m_ImmobDef = value; } } private int m_RepelEnhance; // 击退增强 public int RepelEnhance { get { return m_RepelEnhance; } set { m_RepelEnhance = value; } } private int m_RepelDef; // 击退抗性 public int RepelDef { get { return m_RepelDef; } set { m_RepelDef = value; } } private int m_PolymorphEnhance; // 变羊增强 public int PolymorphEnhance { get { return m_PolymorphEnhance; } set { m_PolymorphEnhance = value; } } private int m_PolymorphDef; // 变羊抗性 public int PolymorphDef { get { return m_PolymorphDef; } set { m_PolymorphDef = value; } } private int m_HmEnhance; // 昏迷增强 public int HmEnhance { get { return m_HmEnhance; } set { m_HmEnhance = value; } } private int m_HmDef; // 昏迷抗性 public int HmDef { get { return m_HmDef; } set { m_HmDef = value; } } private int m_SmEnhance; // 失明增强 public int SmEnhance { get { return m_SmEnhance; } set { m_SmEnhance = value; } } private int m_SmDef; // 失明抗性 public int SmDef { get { return m_SmDef; } set { m_SmDef = value; } } private int m_ShEnhance; // 石化增强 public int ShEnhance { get { return m_ShEnhance; } set { m_ShEnhance = value; } } private int m_ShDef; // 石化抗性 public int ShDef { get { return m_ShDef; } set { m_ShDef = value; } } ////////////////////////////////// // 元素属性 ////////////////////////////////// private int m_DgDef; // 电抗 public int DgDef { get { return m_DgDef; } set { m_DgDef = value; } } private int m_DgIgnDef; // 忽视电抗 public int DgIgnDef { get { return m_DgIgnDef; } set { m_DgIgnDef = value; } } private int m_HuogDef; // 火抗 public int HuogDef { get { return m_HuogDef; } set { m_HuogDef = value; } } private int m_HuogIgnDef; // 忽视火抗 public int HuogIgnDef { get { return m_HuogIgnDef; } set { m_HuogIgnDef = value; } } private int m_DugDef; // 毒抗 public int DugDef { get { return m_DugDef; } set { m_DugDef = value; } } private int m_DugIgnDef; // 忽视毒抗 public int DugIgnDef { get { return m_DugIgnDef; } set { m_DugIgnDef = value; } } private int m_BgDef; // 冰抗 public int BgDef { get { return m_BgDef; } set { m_BgDef = value; } } private int m_BgIgnDef; // 忽视冰抗 public int BgIgnDef { get { return m_BgIgnDef; } set { m_BgIgnDef = value; } } private int m_FgDef; // 风抗 public int FgDef { get { return m_FgDef; } set { m_FgDef = value; } } private int m_FgIgnDef; // 忽视风抗 public int FgIgnDef { get { return m_FgIgnDef; } set { m_FgIgnDef = value; } } private int m_GgDef; // 光抗 public int GgDef { get { return m_GgDef; } set { m_GgDef = value; } } private int m_GgIgnDef; // 忽视光抗 public int GgIgnDef { get { return m_GgIgnDef; } set { m_GgIgnDef = value; } } private int m_HuangDef; // 幻抗 public int HuangDef { get { return m_HuangDef; } set { m_HuangDef = value; } } private int m_HuangIgnDef; // 忽视幻抗 public int HuangIgnDef { get { return m_HuangIgnDef; } set { m_HuangIgnDef = value; } } private int m_HlDef; // 混乱抗 public int HlDef { get { return m_HlDef; } set { m_HlDef = value; } } private int m_HlIgnDef; // 忽视混乱抗 public int HlIgnDef { get { return m_HlIgnDef; } set { m_HlIgnDef = value; } } private int m_HLENCHANCE; // 混乱增加 public int HLENCHANCE { get { return m_HLENCHANCE; } set { m_HLENCHANCE = value; } } // new private int m_DuGAttack; // 毒攻 public int DuGAttack { get { return m_DuGAttack; } set { m_DuGAttack = value; } } private int m_HuoAttack; // 火攻 public int HuoAttack { get { return m_HuoAttack; } set { m_HuoAttack = value; } } private int m_BGAttack; // 冰攻 public int BGAttack { get { return m_BGAttack; } set { m_BGAttack = value; } } private int m_DGAttack; // 点攻 public int DGAttack { get { return m_DGAttack; } set { m_DGAttack = value; } } private int m_FGAttack; // 风攻 public int FGAttack { get { return m_FGAttack; } set { m_FGAttack = value; } } private int m_GGAttack; // 光攻 public int GGAttack { get { return m_GGAttack; } set { m_GGAttack = value; } } private int m_HuanGAttack; // 幻攻 public int HuanGAttack { get { return m_HuanGAttack; } set { m_HuanGAttack = value; } } private int m_VOCDAMAGERATE_TianJi; // 对天机伤害提升比 public int VOCDAMAGERATE_TianJi { get { return m_VOCDAMAGERATE_TianJi; } set { m_VOCDAMAGERATE_TianJi = value; } } private int m_VOCDAMAGERATE_LiuShan; // 对六扇伤害提升比 public int VOCDAMAGERATE_LiuShan { get { return m_VOCDAMAGERATE_LiuShan; } set { m_VOCDAMAGERATE_LiuShan = value; } } private int m_VOCDAMAGERATE_ShuShan; // 对蜀山伤害提升比 public int VOCDAMAGERATE_ShuShan { get { return m_VOCDAMAGERATE_ShuShan; } set { m_VOCDAMAGERATE_ShuShan = value; } } private int m_VOCDAMAGERATE_XuanNv; // 对玄女伤害提升比 public int VOCDAMAGERATE_XuanNv { get { return m_VOCDAMAGERATE_XuanNv; } set { m_VOCDAMAGERATE_XuanNv = value; } } #endregion private int m_nModuleVisualID = 0;//模型ID public int ModuleVisualID { get { return m_nModuleVisualID; } set { m_nModuleVisualID = value; } } private int m_CurWeaponDataID = 0; public int CurWeaponDataID { get { return m_CurWeaponDataID; } set { m_CurWeaponDataID = value; } } private int m_WeaponEffectId = 0; public int WeaponEffectId { get { return m_WeaponEffectId; } set { m_WeaponEffectId = value; } } private int m_WingAuraId = -1; public int WingAuraId { set { m_WingAuraId = value; } get { return m_WingAuraId; } } private int m_EffectAuraId = -1; public int EffectAuraId { set { m_EffectAuraId = value; } get { return m_EffectAuraId; } } ////////////////////////////////////////////////////////////////////////// //装备槽位 ////////////////////////////////////////////////////////////////////////// private GameItemContainer m_oEquipPack; public GameItemContainer EquipPack { get { if (m_oEquipPack == null) { CleanUpContainers(); } return m_oEquipPack; } set { m_oEquipPack = value; } } // 装备槽位的强化等级和完美度 private StrengthData[] m_oEquipSlotStrength; public StrengthData[] EquipSlotStrength { get { return m_oEquipSlotStrength; } set { m_oEquipSlotStrength = value; } } private GameItemContainer m_AdvancePack; public GameItemContainer AdvancePack { get { if (m_AdvancePack == null) { CleanUpContainers(); } return m_AdvancePack; } set { m_AdvancePack = value; } } //宝石信息 private GemData m_GemData; public GemData GemData { get { return m_GemData; } set { m_GemData = value; } } // 帮会名称 private string m_strGuildName = ""; public string GuildName { get { return m_strGuildName; } set { m_strGuildName = value; } } // Vip等级 private int m_nVipLvl = 0; public int VipLvl { get { return m_nVipLvl; } set { m_nVipLvl = value; } } private int m_privilegeviplvl = 0; public int Privilegeviplvl { get { return m_privilegeviplvl; } set { m_privilegeviplvl = value; } } // 检测该法宝是否已经被激活 public bool IsMagicModelActive(int modelId) { if(m_CurActivedMagicWeaponIndex == null) { return false; } for(int index = 0; index < m_CurActivedMagicWeaponIndex.Length; index++) { Tab_MagicWeaponActiveModel magicModel = TableManager.GetMagicWeaponActiveModelByID(GameManager.gameManager.OtherPlayerData.m_CurActivedMagicWeaponIndex[index], 0); if(magicModel.Model == modelId) { return true; } } return false; } // 进阶数据 private AdvanceData m_AdvanceData; public AdvanceData AdvData { get{ return m_AdvanceData; } } }