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- import GameConfig from "./GameConfig";
- import gameData from "./gameData";
- const { ccclass, property } = cc._decorator;
- @ccclass
- export default class DataObj extends cc.Component {
- onLoad() {
- }
- /** 怪物数据*/
- public monsterData = {
- /**预制体名 */
- name1: '',
- /**模型缩放比 */
- model_scaling: 1,
- /**阵营 1敌方 2我方 3npc*/
- camp: 1,
- /**单位类型 1地面单位 2空中单位*/
- company_type: 1,
- /**血量总量 */
- totalHp: 16,
- /**攻击力 */
- attack: '',
- /** 物理减伤*/
- physics_reduction: 0,
- /** 魔法减伤*/
- magic_reduction: 0,
- /**移动速度 基础35==1 */
- Movespeed: 35,
- /**攻击频率 单位秒 */
- attack_speed: 1.5,
- /**攻击范围 */
- attack_range: 0.2,
- /**预警范围 */
- warning_range: 1,
- /**回血速率 0回血量 1频率*/
- recovery: [],
- /**攻击类型 1主动 2被动 3不攻击*/
- active_attack_type: '1',
- /**技能 */
- skills: 0,
- /**对空开关*/
- air_attack_switch: 'OFF',
- /**扣血值 */
- hurt_level_hp: 1,
- /**掉落金币 */
- drop_group_1: 1,
- /** 掉落钻石*/
- drop_group_2: '',
- /**掉落砖石百分比几率 */
- percentage: 10,
- /**血量难度系数 */
- hp_diff_coefficient: 1,
- /**攻击难度系数 */
- attack_diff_coefficient: 1,
- /**当前血量 */
- nowHp: 16,
- };
- /**初始化怪物数据 */
- public writeMonster_Config(ID: number) {
- let nameData = [];
- let oneData = [];
- for (let i = 0; i < gameData.instance().monster_Config.length; i++) {
- const arr = gameData.instance().monster_Config[i];
- if (i == 2) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- nameData.push(element);
- }
- }
- if (Number(arr[0]) == ID) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- oneData.push(element);
- }
- break;
- }
- }
- for (let i = 0; i < nameData.length; i++) {
- const element = nameData[i];
- switch (element) {
- case 'id':
- break;
- case 'name':
- break;
- case 'name1':
- this.monsterData.name1 = oneData[i];
- break;
- case 'monster_icon_path':
- break;
- case 'model_scaling':
- this.monsterData.model_scaling = Number(oneData[i]);
- break;
- case 'skills':
- this.monsterData.skills = Number(oneData[i]);
- break;
- case 'physics_reduction':
- this.monsterData.physics_reduction = Number(oneData[i]);
- break;
- case 'magic_reduction':
- this.monsterData.magic_reduction = Number(oneData[i]);
- break;
- case 'camp':
- this.monsterData.camp = Number(oneData[i]);
- break;
- case 'company_type':
- this.monsterData.company_type = Number(oneData[i]);
- break;
- case 'hp':
- {
- this.monsterData.totalHp = Number(oneData[i]);
- this.monsterData.nowHp = this.monsterData.totalHp;
- }
- break;
- case 'attack':
- this.monsterData.attack = oneData[i];
- break;
- case 'move_speed':
- this.monsterData.Movespeed = Number(oneData[i]);
- break;
- case 'attack_speed':
- this.monsterData.attack_speed = Number(oneData[i]);
- break;
- case 'attack_range':
- this.monsterData.attack_range = Number(oneData[i]);
- break;
- case 'warning_range':
- this.monsterData.warning_range = Number(oneData[i]);
- break;
- case 'recovery':
- this.monsterData.recovery = this.getArr(oneData[i]);
- break;
- case 'active_attack_type':
- this.monsterData.active_attack_type = oneData[i];
- break;
- case 'air_attack_switch':
- this.monsterData.air_attack_switch = oneData[i];
- break;
- case 'hurt_level_hp':
- this.monsterData.hurt_level_hp = Number(oneData[i]);
- break;
- case 'drop_group_1':
- this.monsterData.drop_group_1 = Number(oneData[i]);
- break;
- case 'drop_group_2':
- {
- this.monsterData.drop_group_2 = oneData[i];
- let attackarr = oneData[i].split("*");
- this.monsterData.percentage = Number(attackarr[0]);
- }
- break;
- case 'hp_diff_coefficient':
- {
- this.monsterData.hp_diff_coefficient = this.getDiff(oneData[i]);
- if (this.monsterData.hp_diff_coefficient > 0) {
- this.monsterData.totalHp *= this.monsterData.hp_diff_coefficient;
- this.monsterData.nowHp = this.monsterData.totalHp;
- }
- }
- break;
- case 'attack_diff_coefficient':
- {
- this.monsterData.attack_diff_coefficient = this.getDiff(oneData[i]);
- }
- break;
- default:
- break;
- }
- }
- }
- /**塔数据 */
- public TowerData = {
- /** ID*/
- id: 1,
- /** 塔名*/
- name: 1,
- /** 塔等级*/
- tower_level: 1,
- /**塔类 */
- tower_type: 1,
- /**对空开关 */
- air_attack_switch: '',
- /**初始建造金币 */
- first_gold: 1,
- /**升级金币 */
- up_gold: [],
- /**变卖金币 */
- value_gold: 1,
- /**攻击频率 单位秒*/
- attack_cd: 1,
- /** 攻击范围 基础单位135*/
- attack_range: 1,
- /**子弹ID */
- bullet_id: 1,
- /**士兵ID,数量 */
- monster_id: [],
- /** 下一级塔ID*/
- next_tower_id: [],
- /**塔技能 */
- next_skill: [],
- /** 预制体塔路径*/
- name1: '',
- /** 预制体小兵路径*/
- name2: '',
- /**塔图标路径 */
- tower_icon_path: '',
- /**模型缩放比 */
- model_scaling: 1,
- };
- /**初始塔数据 */
- public writeTower_Config(ID: number) {
- let nameData = [];
- let oneData = [];
- for (let i = 0; i < gameData.instance().tower_Config.length; i++) {
- const arr = gameData.instance().tower_Config[i];
- if (i == 2) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- nameData.push(element);
- }
- }
- if (Number(arr[0]) == ID) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- oneData.push(element);
- }
- break;
- }
- }
- for (let i = 0; i < nameData.length; i++) {
- const element = nameData[i];
- switch (element) {
- case 'id':
- this.TowerData.id = Number(oneData[i]);
- break;
- case 'tower_level':
- this.TowerData.tower_level = Number(oneData[i]);
- break;
- case 'tower_type':
- this.TowerData.tower_type = Number(oneData[i]);
- break;
- case 'air_attack_switch':
- this.TowerData.air_attack_switch = oneData[i];
- break;
- case 'first_gold':
- this.TowerData.first_gold = Number(oneData[i]);
- break;
- case 'up_gold':
- this.TowerData.up_gold = this.getArr(oneData[i]);
- break;
- case 'value_gold':
- this.TowerData.value_gold = Number(oneData[i]);
- break;
- case 'attack_cd':
- this.TowerData.attack_cd = Number(oneData[i]);
- break;
- case 'attack_range':
- this.TowerData.attack_range = Number(oneData[i]);
- break;
- case 'bullet_id':
- this.TowerData.bullet_id = Number(oneData[i]);
- break;
- case 'monster_id':
- this.TowerData.monster_id = this.getArr(oneData[i]);
- break;
- case 'next_tower_id':
- this.TowerData.next_tower_id = this.getArr(oneData[i]);
- break;
- case 'next_skill':
- this.TowerData.next_skill = this.getArr(oneData[i]);
- break;
- case 'name1':
- this.TowerData.name1 = oneData[i];
- break;
- case 'name2':
- this.TowerData.name2 = oneData[i];
- break;
- case 'tower_icon_path':
- break;
- case 'model_scaling':
- this.TowerData.model_scaling = Number(oneData[i]);
- break;
- default:
- break;
- }
- }
- }
- /**子弹数据 */
- public BulletData = {
- /**ID */
- id: 0,
- /**子弹名 */
- name: '',
- /**子弹类型 */
- bullet_type: 0,
- /** 伤害类型*/
- injury_type: 0,
- /** 攻击力*/
- attack: '',
- /** 飞行速度*/
- speed: 0,
- /** 抛物线系数*/
- parabola: [],
- /**爆炸范围 */
- boom_range: 0,
- /**爆炸伤害 */
- boom_hurt: '',
- /** 子弹模型路径*/
- bullet_model_path: '',
- /**爆炸特效路径 */
- effect_bullet_path: '',
- /**模型缩放比 */
- model_scaling: 1,
- }
- /**初始子弹数据 */
- public writeBullet_Config(ID: number) {
- let nameData = [];
- let oneData = [];
- for (let i = 0; i < gameData.instance().bullet_Config.length; i++) {
- const arr = gameData.instance().bullet_Config[i];
- if (i == 2) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- nameData.push(element);
- }
- }
- if (Number(arr[0]) == ID) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- oneData.push(element);
- }
- break;
- }
- }
- for (let i = 0; i < nameData.length; i++) {
- const element = nameData[i];
- switch (element) {
- case 'id':
- this.BulletData.id = Number(oneData[i]);
- break;
- case 'name':
- break;
- case 'bullet_type':
- this.BulletData.bullet_type = Number(oneData[i]);
- break;
- case 'injury_type':
- this.BulletData.injury_type = Number(oneData[i]);
- break;
- case 'attack':
- this.BulletData.attack = oneData[i];
- break;
- case 'speed':
- this.BulletData.speed = Number(oneData[i]);
- break;
- case 'parabola':
- this.BulletData.parabola = this.getArr(oneData[i]);
- break;
- case 'boom_range':
- this.BulletData.boom_range = Number(oneData[i]);
- break;
- case 'boom_hurt':
- this.BulletData.boom_hurt = oneData[i];
- break;
- case 'bullet_model_path':
- break;
- case 'effect_bullet_path':
- break;
- case 'model_scaling':
- this.BulletData.model_scaling = Number(oneData[i]);
- break;
- default:
- break;
- }
- }
- }
- /**关卡数据 */
- public LevelData = {
- /**ID */
- id: 0,
- /** 关卡名*/
- name: '',
- /**关卡场景路径 */
- scene_path: 1,
- /**地图类型 */
- map_type: 1,
- /**关卡节数 */
- level_num: '',
- /** 关卡怪物一览*/
- level_monster: [],
- /**难度 */
- diff: 0,
- /** 初始金币*/
- start_gold: 0,
- /** 关卡血量*/
- level_hp: 0,
- /**基础通关奖励 */
- reward: 0,
- /** 下一章节*/
- next_level: 0,
- /** 1星条件血量*/
- stars_1_hp: 0,
- /** 2星条件血量*/
- stars_2_hp: 0,
- /** 3星条件血量*/
- stars_3_hp: 0,
- /** 挑战模式*/
- events: 0,
- /**空地X坐标 */
- coordinate_x: [],
- /**空地Y坐标 */
- coordinate_y: [],
- /** 关卡文本介绍*/
- story: '',
- /** 塔升级上限*/
- tower_limit: [],
- }
- /**初始关卡数据 */
- public writeLevel_Config(ID: number) {
- let nameData = [];
- let oneData = [];
- for (let i = 0; i < gameData.instance().level_Config.length; i++) {
- const arr = gameData.instance().level_Config[i];
- if (i == 2) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- nameData.push(element);
- }
- }
- if (Number(arr[0]) == ID) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- oneData.push(element);
- }
- break;
- }
- }
- for (let i = 0; i < nameData.length; i++) {
- const element = nameData[i];
- switch (element) {
- case 'id':
- this.LevelData.id = Number(oneData[i]);
- break;
- case 'name':
- this.LevelData.name = oneData[i];
- break;
- case 'level_num':
- this.LevelData.level_num = oneData[i];
- break;
- case 'scene_path':
- this.LevelData.scene_path = Number(oneData[i]);
- break;
- case 'map_type':
- this.LevelData.map_type = Number(oneData[i]);
- break;
- case 'level_monster':
- this.LevelData.level_monster = this.getArr(oneData[i]);
- break;
- case 'diff':
- this.LevelData.diff = Number(oneData[i]);
- break;
- case 'start_gold':
- this.LevelData.start_gold = Number(oneData[i]);
- break;
- case 'level_hp':
- this.LevelData.level_hp = Number(oneData[i]);
- break;
- case 'reward':
- this.LevelData.reward = Number(oneData[i]);
- break;
- case 'next_level':
- this.LevelData.next_level = Number(oneData[i]);
- break;
- case 'stars_1_hp':
- this.LevelData.stars_1_hp = Number(oneData[i]);
- break;
- case 'stars_2_hp':
- this.LevelData.stars_2_hp = Number(oneData[i]);
- break;
- case 'stars_3_hp':
- this.LevelData.stars_3_hp = Number(oneData[i]);
- break;
- case 'events':
- this.LevelData.events = Number(oneData[i]);
- break;
- case 'story':
- this.LevelData.story = oneData[i];
- break;
- case 'tower_limit':
- this.LevelData.tower_limit = this.getArr(oneData[i]);
- break;
- case 'coordinate_x':
- this.LevelData.coordinate_x = this.getArr(oneData[i]);
- break;
- case 'coordinate_y':
- this.LevelData.coordinate_y = this.getArr(oneData[i]);
- break;
- default:
- break;
- }
- }
- }
- /**技能数据 */
- public SkillData = {
- /**ID */
- id: 1,
- /**技能名 */
- name: '',
- /**技能类型 */
- skill_type: 1,
- /**参数1 */
- parameter_1: 1,
- /**参数2 */
- parameter_2: '',
- /**参数3 */
- parameter_3: '',
- /** 参数4*/
- parameter_4: 1,
- /** 参数5*/
- parameter_5: 1,
- /**子弹ID */
- bullet_id: 1,
- /** 下级技能ID*/
- next_skill: 1,
- /**升级金币 */
- up_gold: 1,
- /** 技能特效路径*/
- skill_effect_path: '',
- /**技能图标 */
- skill_icon: '',
- /** 技能文本介绍*/
- skill_text: '',
- }
- /**初始技能数据 */
- public writeSkill_Config(ID: number) {
- let nameData = [];
- let oneData = [];
- for (let i = 0; i < gameData.instance().skill_Config.length; i++) {
- const arr = gameData.instance().skill_Config[i];
- if (i == 2) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- nameData.push(element);
- }
- }
- if (Number(arr[0]) == ID) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- oneData.push(element);
- }
- break;
- }
- }
- for (let i = 0; i < nameData.length; i++) {
- const element = nameData[i];
- switch (element) {
- case 'id':
- this.SkillData.id = Number(oneData[i]);
- break;
- case 'name':
- this.SkillData.name = oneData[i];
- break;
- case 'skill_type':
- this.SkillData.skill_type = Number(oneData[i]);
- break;
- case 'parameter_1':
- this.SkillData.parameter_1 = Number(oneData[i]);
- break;
- case 'parameter_2':
- this.SkillData.parameter_2 = oneData[i];
- break;
- case 'parameter_3':
- this.SkillData.parameter_3 = oneData[i];
- break;
- case 'parameter_4':
- this.SkillData.parameter_4 = Number(oneData[i]);
- break;
- case 'parameter_5':
- this.SkillData.parameter_5 = Number(oneData[i]);
- break;
- case 'bullet_id':
- this.SkillData.bullet_id = Number(oneData[i]);
- break;
- case 'next_skill':
- this.SkillData.next_skill = Number(oneData[i]);
- break;
- case 'up_gold':
- this.SkillData.up_gold = Number(oneData[i]);
- break;
- case 'skill_effect_path':
- this.SkillData.skill_effect_path = oneData[i];
- break;
- case 'skill_icon':
- this.SkillData.skill_icon = oneData[i];
- break;
- case 'skill_text':
- this.SkillData.skill_text = oneData[i];
- break;
- default:
- break;
- }
- }
- }
- /**天赋数据 */
- public talentData = {
- /**ID */
- id: 1,
- /**天赋名 */
- name: '',
- /** 消耗星数*/
- star_required: 1,
- /**天赋类型 */
- talent_type: 1,
- /**参数1 */
- parameter_1: 1,
- /**参数2 */
- parameter_2: 1,
- /**参数3 */
- parameter_3: 1,
- /** 参数4*/
- parameter_4: 1,
- /**参数5 */
- parameter_5: 1,
- /**图片名 */
- talent_icon: '',
- /**技能文本介绍 */
- talent_text: '',
- }
- /**初始天赋数据 */
- public writeTalent_Config(ID: number) {
- let nameData = [];
- let oneData = [];
- for (let i = 0; i < gameData.instance().uiSkill_Config.length; i++) {
- const arr = gameData.instance().uiSkill_Config[i];
- if (i == 2) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- nameData.push(element);
- }
- }
- if (Number(arr[0]) == ID) {
- for (let k = 0; k < arr.length; k++) {
- const element = arr[k];
- oneData.push(element);
- }
- break;
- }
- }
- for (let i = 0; i < nameData.length; i++) {
- const element = nameData[i];
- switch (element) {
- case 'id':
- this.talentData.id = Number(oneData[i]);
- break;
- case 'name':
- this.talentData.name = oneData[i];
- break;
- case 'star_required':
- this.talentData.star_required = Number(oneData[i]);
- break;
- case 'talent_type':
- this.talentData.talent_type = Number(oneData[i]);
- break;
- case 'parameter_1':
- this.talentData.parameter_1 = Number(oneData[i]);
- break;
- case 'parameter_2':
- this.talentData.parameter_2 = Number(oneData[i]);
- break;
- case 'parameter_3':
- this.talentData.parameter_3 = Number(oneData[i]);
- break;
- case 'parameter_4':
- this.talentData.parameter_4 = Number(oneData[i]);
- break;
- case 'parameter_5':
- this.talentData.parameter_5 = Number(oneData[i]);
- break;
- case 'talent_icon':
- this.talentData.talent_icon = oneData[i];
- break;
- case 'talent_text':
- this.talentData.talent_text = '';
- for (let k = i; k < oneData.length; k++) {
- const element = oneData[k];
- if (element == '') {
- continue;
- }
- this.talentData.talent_text += element;
- }
- break;
- default:
- break;
- }
- }
- }
- /**获取数组 */
- public getArr(str: string): number[] {
- let numarr: number[] = [];
- if (str != '') {
- let arrr = str.split("*");
- for (let m = 0; m < arrr.length; m++) {
- const element = arrr[m];
- numarr.push(Number(element));
- }
- }
- return numarr;
- }
- /**根据难度获取系数 */
- private getDiff(strrr): number {
- if (strrr == '') {
- return 0;
- }
- let attackarr = strrr.split("*");
- return Number(attackarr[GameConfig.instance().levelDiff]);
- }
- /**type:1,取整数。2,取小数*/
- public getRanm(type: number, strrr: string): number {
- if (strrr == '' || !strrr) {
- return 0;
- }
- let attackarr = strrr.split("*");
- let leth = attackarr.length;
- if (leth < 0) {
- return 0;
- }
- let num1 = Number(attackarr[leth - 2]);
- let num2 = Number(attackarr[leth - 1]);
- let ranm = 0;
- if (num1 < num2) {
- if (type == 1) {
- ranm = num1 + Math.floor(Math.random() * (num2 - num1 + 1));
- }
- if (type == 2) {
- ranm = num1 + Math.random() * (num2 - num1);
- }
- }
- else {
- if (type == 1) {
- ranm = num2 + Math.floor(Math.random() * (num1 - num2 + 1));
- }
- if (type == 2) {
- ranm = num2 + Math.random() * (num1 - num2);
- }
- }
- return ranm;
- }
- }
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