woso_javan 2 місяців тому
батько
коміт
1aa8c745e6

+ 3 - 0
assets/module_storm_sunder/Script/Manager/AttributeBonusMgr.ts

@@ -1,6 +1,7 @@
 import { Tableai_config } from "db://assets/module_basic/table/Tableai_config";
 import { DevelopConfigModel } from "../Model/DevelopConfigModel";
 import { UserModel } from "../Model/UserModel";
+import { MainConfigModel } from "../Model/MainConfigModel";
 
 /** 属性加成管理器*/
 export class AttributeBonusMgr {
@@ -14,9 +15,11 @@ export class AttributeBonusMgr {
 
     userModel: UserModel;
     developConfig: DevelopConfigModel;
+    mainConfig: MainConfigModel;
 
     initilize() {
         this.userModel = new UserModel();
+        this.mainConfig = new MainConfigModel();
         this.developConfig = new DevelopConfigModel();
         this.userModel.initialize();
     }

+ 63 - 12
assets/module_storm_sunder/Script/Model/UserModel.ts

@@ -10,9 +10,36 @@ export class UserModel {
     nickName: string = '爸爸在此'; //昵称
     userTornadoLevel: number = 1; //玩家风暴等级
 
-    game_attack: number = 5; //游戏内攻击力
-    game_speed: number = 20; //游戏内速度
-    game_modleVolume: number = 1; //模型体积
+    game_attack_base: number = 0; //游戏内攻击力
+    game_lv_attack_up: number = 0;//每级提升的攻击力
+    game_speed_base: number = 0; //游戏内速度
+    game_lv_speed_up: number = 0;//每级提升的速度
+    game_expPower_base: number = 0;//经验基础加成
+    game_absorbec_exp_base: number = 0;//被吸收基础提供经验值
+    game_lv_absorbec_exp_up: number = 0;//升级提供的经验值提升
+    game_modleVolume_base: number = 0; //模型体积
+    game_lv_modleVolume_up: number = 0;//升级提供的模型体积提升
+    game_attack_count: number = 0;//每秒攻击次数
+
+    //龙卷风基础高度
+    game_tornado_base_height: number = 0;
+
+    //每获得1经验提升的高度值
+    game_exp_height: number = 0;
+
+    //开局弹窗提升的龙卷风破坏范围百分比
+    game_tornado_damage: number = 0;
+
+    //ai属性浮动区间值
+    game_ai_range: number = 0;
+    //基础通关奖励
+    game_base_pass_reward: number = 0;
+    //奖励养成属性加成百分比
+    game_reward_develop: number = 0;
+    //奖励排名减益百分比
+    game_reward_rank: number = 0;
+    //通过多倍奖励倍率
+    game_pass_reward_multiple: number = 0;
 
     bonusData: Record<BonusType, BonusItem> = null;
 
@@ -20,21 +47,45 @@ export class UserModel {
     }
 
     initialize() {
+        const attackDevelopConfig = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.ATTACK);
+        const speedDevelopConfig = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.SPEED);
+        const expDevelopConfig = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.EXP);
+
+        const mainConfig = AttributeBonusMgr.inst.mainConfig;
+
+        this.game_tornado_base_height = mainConfig.getPramById(3); //龙卷风基础高度
+        this.game_exp_height = mainConfig.getPramById(4); //每获得1经验提升的高度值
+        this.game_attack_base = mainConfig.getPramById(5); //基础攻击力
+        this.game_lv_attack_up = mainConfig.getPramById(6);//每级提升的攻击力
+        this.game_attack_count = mainConfig.getPramById(7);//每秒攻击次数
+        this.game_speed_base = mainConfig.getPramById(8); //基础速度
+        this.game_lv_speed_up = mainConfig.getPramById(9);//每级提升的速度
+        this.game_expPower_base = mainConfig.getPramById(10);//经验基础加成
+        this.game_absorbec_exp_base = mainConfig.getPramById(11);//每次升级时提升的提供经验值
+        this.game_modleVolume_base = mainConfig.getPramById(12);
+        this.game_lv_modleVolume_up = mainConfig.getPramById(13);
+
+        this.game_tornado_damage = mainConfig.getPramById(14);
+        this.game_ai_range = mainConfig.getPramById(15);
+        this.game_base_pass_reward = mainConfig.getPramById(16);
+        this.game_reward_develop = mainConfig.getPramById(17);
+        this.game_reward_rank = mainConfig.getPramById(18);
+        this.game_pass_reward_multiple = mainConfig.getPramById(19);
 
         //升级基础货币
-        const attack_base_currency = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.ATTACK).base_currency;
-        const speed_base_currency = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.SPEED).base_currency;
-        const exp_base_currency = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.EXP).base_currency;
+        const attack_base_currency = attackDevelopConfig.base_currency;
+        const speed_base_currency = speedDevelopConfig.base_currency;
+        const exp_base_currency = expDevelopConfig.base_currency;
 
         //属性初始值
-        const attack_external_base = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.ATTACK).base;
-        const speed_external_base = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.SPEED).base;
-        const exp_external_base = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.EXP).base;
+        const attack_external_base = attackDevelopConfig.base;
+        const speed_external_base = speedDevelopConfig.base;
+        const exp_external_base = expDevelopConfig.base;
 
         //属性提升值
-        const attack_external_upValue = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.ATTACK).up_value;
-        const speed_external_upValue = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.SPEED).up_value;
-        const exp_external_upValue = AttributeBonusMgr.inst.developConfig.getConfigById(BonusType.EXP).up_value;
+        const attack_external_upValue = attackDevelopConfig.up_value;
+        const speed_external_upValue = speedDevelopConfig.up_value;
+        const exp_external_upValue = expDevelopConfig.up_value;
 
         this.bonusData = {
             [BonusType.ATTACK]: { level: 1, base: attack_external_base, up_value: attack_external_upValue, upgradeCost: attack_base_currency },