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@@ -42,9 +42,6 @@ namespace GFGGame
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}
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}
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- public byte[] FightRoleRes { get; set; }
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- public Texture2D RoleTextuex { get; set; }
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-
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private List<int> _equipDatas = new List<int>();
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public List<int> equipDatas
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{
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@@ -58,93 +55,6 @@ namespace GFGGame
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}
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}
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-
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- //角色基础分+部件基础分
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- private int _score;
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- public int score
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- {
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- get
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- {
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- return _score;
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- }
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- private set
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- {
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- _score = value;
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- EventAgent.DispatchEvent(ConstMessage.DRESS_UP_SCORE_CHANGED, _score);
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- }
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- }
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- //最终得分
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- private int _totalScore;
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- public int totalScore
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- {
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- get
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- {
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- return _totalScore;
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- }
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- set
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- {
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- _totalScore = value;
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- }
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- }
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-
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- //战斗对象最终得分
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- private int _targetTotalScore;
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- public int npcTotalScore
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- {
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- get
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- {
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- return _targetTotalScore;
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- }
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- set
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- {
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- _targetTotalScore = value;
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- }
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- }
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- private bool _autoPlay = false;
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- public bool autoPlay
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- {
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- get
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- {
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- return _autoPlay;
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- }
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- set
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- {
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- _autoPlay = value;
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- if (!_autoPlay) fightSpeed = 1;
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- StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_AUTO_PLAY, _autoPlay == true ? 1 : 0).Coroutine();
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- }
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- }
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- public int maxFightSpeed = 2;
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- private int _fightSpeed = 1;
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- public int fightSpeed
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- {
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- get
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- {
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- return _fightSpeed;
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- }
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- set
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- {
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-
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- _fightSpeed = value;
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- StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_FIGHT_AUTO_PLAY_SPEED, _fightSpeed).Coroutine();
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-
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- }
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- }
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- private int _storyDialogSpeed = 1;
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- public int dialogSpeed
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- {
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- get
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- {
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- return _storyDialogSpeed;
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- }
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- set
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- {
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-
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- _storyDialogSpeed = value;
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- StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_DIALOG_AUTO_PLAY_SPEED, _storyDialogSpeed).Coroutine();
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-
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- }
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- }
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public void Dispose()
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{
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_sceneObj = null;
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@@ -156,7 +66,7 @@ namespace GFGGame
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{
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_equipDatas.Add(value);
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DressUpUtil.AddItem(value, _sceneObj, _needSetMask);
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- score += ItemDataManager.GetItemAdditionScore(value, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
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+ FightDataManager.Instance.score += ItemDataManager.GetItemAdditionScore(value, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
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}
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int dressSuitId = CheckCurDressIsSuit();
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if (dressSuitId > 0) _suitId = dressSuitId;
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@@ -172,7 +82,7 @@ namespace GFGGame
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{
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_equipDatas.Remove(value);
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DressUpUtil.RemoveItem(value, _sceneObj);
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- score -= ItemDataManager.GetItemAdditionScore(value, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
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+ FightDataManager.Instance.score -= ItemDataManager.GetItemAdditionScore(value, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
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}
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}
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//检测当前穿戴是否是一件完整套装,且只穿了一件套装,返回套装id
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@@ -456,10 +366,10 @@ namespace GFGGame
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UpdatePicAction();
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}
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RoleLevelCfg roleLevelCfg = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl));
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- score = roleLevelCfg.baseScore;
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+ FightDataManager.Instance.score = roleLevelCfg.baseScore;
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foreach (int itemId in _equipDatas)
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{
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- score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
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+ FightDataManager.Instance.score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
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}
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}
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@@ -805,20 +715,6 @@ namespace GFGGame
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return true;
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}
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- //根据位置原点和随机范围获取评分位置
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- public void GetCirclePos(Vector2 pos, int range, out float x, out float y)
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- {
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- int numX = UnityEngine.Random.Range(0, 2);
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- int signX = numX % 2 == 0 ? 1 : -1;
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- float rangeX = UnityEngine.Random.Range(0, range);
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- x = pos.x + signX * (rangeX);
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-
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- int numY = UnityEngine.Random.Range(0, 2);
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- int signY = numY % 2 == 0 ? 1 : -1;
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- float rangeY = UnityEngine.Random.Range(0, range);
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- y = pos.y + signY * (rangeY);
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- }
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-
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public int GetItemIdBuyType(int subType)
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{
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for (int i = 0; i < equipDatas.Count; i++)
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