PlayerCache_Magic.cs 3.5 KB

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  1. using CommonAI.data;
  2. using CommonAI.Zone;
  3. using CommonAI.Zone.Instance;
  4. using System;
  5. using System.Collections.Generic;
  6. using System.Linq;
  7. using System.Text;
  8. using System.Threading.Tasks;
  9. using XmdsCommonServer.XLS.Data;
  10. namespace XmdsCommonSkill.Plugin.Skills
  11. {
  12. // 法师天赋数据
  13. public class PlayerCache_Magic : PlayerCacheBase
  14. {
  15. private IntIntData[] mTalnetData; // 天赋值规则: 天赋值上限-value1,该等级天赋获得时长-value2
  16. private byte mTalnetLv; // 天赋等级
  17. protected long mTalnetLvUpdateTime; // 天赋等级最后更新时间
  18. private byte mTalentMaxLv;
  19. //剑影获得剑气值
  20. private int mSwordGetTalnetValue;
  21. public PlayerCache_Magic(InstanceUnit unit, IntIntData[] talnetValue, IntIntIntData refreshRule) : base(unit, refreshRule)
  22. {
  23. this.mTalnetData = talnetValue;
  24. this.mTalentMaxLv = (byte)(talnetValue.Length - 1);
  25. }
  26. public void SetSwordAddTalentValue(int value)
  27. {
  28. this.mSwordGetTalnetValue = value;
  29. }
  30. public int GetSwordTalentValue()
  31. {
  32. return this.mSwordGetTalnetValue;
  33. }
  34. // 增加天赋点信息
  35. public override bool AddTalentValue(int value)
  36. {
  37. //战斗状态下,才会增加剑气值
  38. if(this.mOwner.Virtual.GetBattleStatus() < CommonAI.Data.BattleStatus.PVE)
  39. {
  40. return false;
  41. }
  42. // 法师每次获得剑气值都是一样的
  43. value = value == 0 ? this.mSwordGetTalnetValue : value;
  44. if (value <= 0)
  45. {
  46. return false;
  47. }
  48. // 基础天赋值变更
  49. int upValue = 0;
  50. if (mTalnetLv < this.mTalentMaxLv && (upValue = this.mTalentValue + value - mTalnetData[mTalnetLv].value1) > 0)
  51. {
  52. this.mTalnetLv += 1;
  53. this.mTalnetLvUpdateTime = CommonLang.CUtils.S_LOCAL_TIMESTAMPMS;
  54. this.mTalentValue = Math.Min(upValue, mTalnetData[mTalnetLv].value1);
  55. }
  56. else
  57. {
  58. this.mTalentValue = Math.Min(this.mTalentValue + value, mTalnetData[mTalnetLv].value1);
  59. }
  60. //this.mTalnetUpdateTime = CommonLang.CUtils.S_LOCAL_TIMESTAMPMS;
  61. return base.AddTalentValue(value);
  62. }
  63. public override bool UseTalentValue(int value)
  64. {
  65. if (value <= 0)
  66. {
  67. return false;
  68. }
  69. this.mTalentValue = Math.Max(this.mTalentValue - value, 0);
  70. //this.mTalnetUpdateTime = CommonLang.CUtils.S_LOCAL_TIMESTAMPMS;
  71. return base.UseTalentValue(value);
  72. }
  73. public override bool Refresh(bool notify)
  74. {
  75. long timePass = 0;
  76. //检测天赋值
  77. bool refrush = base.Refresh(false);
  78. //检测等级
  79. if (mTalnetLv > 0 && (timePass = CommonLang.CUtils.S_LOCAL_TIMESTAMPMS - mTalnetLvUpdateTime) > mTalnetData[mTalnetLv].value2)
  80. {
  81. mTalnetLv -= 1;
  82. //避免降级后,天赋值超了
  83. mTalentValue = Math.Min(mTalentValue, mTalnetData[mTalnetLv].value1);
  84. refrush = true;
  85. this.mTalnetLvUpdateTime = CommonLang.CUtils.S_LOCAL_TIMESTAMPMS;
  86. //降级后,
  87. //base.mTalnetUpdateTime = CommonLang.CUtils.S_LOCAL_TIMESTAMPMS;
  88. }
  89. if (refrush && notify)
  90. {
  91. NotifyPlayer();
  92. return true;
  93. }
  94. return false;
  95. }
  96. //通知玩家信息变更
  97. public override void NotifyPlayer()
  98. {
  99. RefreshTalnetInfo refreshInfo = new RefreshTalnetInfo((short)this.mTalentValue, this.mTalnetLv, (int)(mTalnetLvUpdateTime / 1000));
  100. mOwner.Virtual.SendMsgToPlayer(refreshInfo);
  101. }
  102. //重置天赋数据
  103. public void ReSet()
  104. {
  105. this.mTalentValue = 0;
  106. //this.mTalnetUpdateTime = CommonLang.CUtils.localTimeMS;
  107. this.mTalnetLv = 0;
  108. this.mTalnetLvUpdateTime = CommonLang.CUtils.localTimeMS;
  109. this.NotifyPlayer();
  110. }
  111. public override byte GetTalentLv() { return this.mTalnetLv; }
  112. }
  113. }