using System.Collections.Generic; using MongoDB.Bson.Serialization.Attributes; using MongoDB.Bson.Serialization.Options; namespace ET { namespace EventType { public struct NumbericChange { public Entity Parent; public int NumericType; public long Old; public long New; } } [ObjectSystem] public class NumericComponentAwakeSystem : AwakeSystem { public override void Awake(NumericComponent self) { self.Awake(); } } public class NumericComponent: Entity, IAwake, ITransfer { [BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)] public Dictionary NumericDic = new Dictionary(); public void Awake() { // 这里初始化base值 } public float GetAsFloat(int numericType) { return (float)GetByKey(numericType) / 10000; } public int GetAsInt(int numericType) { return (int)GetByKey(numericType); } public long GetAsLong(int numericType) { return GetByKey(numericType); } public void Set(int nt, float value) { this[nt] = (int) (value * 10000); } public void Set(int nt, int value) { this[nt] = value; } public void Set(int nt, long value) { this[nt] = value; } public void SetNoEvent(int numericType, long value) { this.Insert(numericType,value,false); } public long this[int numericType] { get { return this.GetByKey(numericType); } set { this.Insert(numericType,value); } } private void Insert(int numericType, long value,bool isPublicEvent = true) { long oldValue = this.GetByKey(numericType); if (oldValue == value) { return; } NumericDic[numericType] = value; if (numericType >= NumericType.Max) { Update(numericType,isPublicEvent); return; } if (isPublicEvent) { Game.EventSystem.Publish(new EventType.NumbericChange() { Parent = this.Parent, NumericType = numericType, Old = oldValue, New = value }); } } private long GetByKey(int key) { long value = 0; this.NumericDic.TryGetValue(key, out value); return value; } public void Update(int numericType,bool isPublicEvent) { int final = (int) numericType / 10; int bas = final * 10 + 1; int add = final * 10 + 2; int pct = final * 10 + 3; int finalAdd = final * 10 + 4; int finalPct = final * 10 + 5; // 一个数值可能会多种情况影响,比如速度,加个buff可能增加速度绝对值100,也有些buff增加10%速度,所以一个值可以由5个值进行控制其最终结果 // final = (((base + add) * (100 + pct) / 100) + finalAdd) * (100 + finalPct) / 100; long result = (long)(((this.GetByKey(bas) + this.GetByKey(add)) * (100 + this.GetAsFloat(pct)) / 100f + this.GetByKey(finalAdd)) * (100 + this.GetAsFloat(finalPct)) / 100f); this.Insert(final,result,isPublicEvent); } } }