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