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- using System.Collections.Generic;
- namespace ET
- {
- namespace EventType
- {
- public struct NumbericChange
- {
- public Entity Parent;
- public NumericType NumericType;
- public int Old;
- public int New;
- }
- }
-
-
- public class NumericComponentAwakeSystem : AwakeSystem<NumericComponent>
- {
- public override void Awake(NumericComponent self)
- {
- self.Awake();
- }
- }
- public class NumericComponent: Entity
- {
- public Dictionary<int, int> NumericDic = new Dictionary<int, int>();
- public void Awake()
- {
- // 这里初始化base值
- }
- public float GetAsFloat(NumericType numericType)
- {
- return (float)GetByKey((int)numericType) / 10000;
- }
-
- public float GetAsFloat(int numericType)
- {
- return (float)GetByKey(numericType) / 10000;
- }
- public int GetAsInt(NumericType numericType)
- {
- return GetByKey((int)numericType);
- }
-
- public int GetAsInt(int numericType)
- {
- return GetByKey(numericType);
- }
- public void Set(NumericType nt, float value)
- {
- this[nt] = (int) (value * 10000);
- }
- public void Set(NumericType nt, int value)
- {
- this[nt] = value;
- }
- public int this[NumericType numericType]
- {
- get
- {
- return this.GetByKey((int) numericType);
- }
- set
- {
- int v = this.GetByKey((int) numericType);
- if (v == value)
- {
- return;
- }
- NumericDic[(int)numericType] = value;
- Update(numericType);
- }
- }
- private int GetByKey(int key)
- {
- int value = 0;
- this.NumericDic.TryGetValue(key, out value);
- return value;
- }
- public void Update(NumericType numericType)
- {
- if (numericType < NumericType.Max)
- {
- return;
- }
- 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;
- int old = this.NumericDic[final];
- int result = (int)(((this.GetByKey(bas) + this.GetByKey(add)) * (100 + this.GetAsFloat(pct)) / 100f + this.GetByKey(finalAdd)) * (100 + this.GetAsFloat(finalPct)) / 100f * 10000);
- this.NumericDic[final] = result;
- Game.EventSystem.Publish(new EventType.NumbericChange()
- {
- Parent = this.Parent,
- NumericType = (NumericType) final,
- Old = old,
- New = result
- });
- }
- }
- }
|