challenge-editor/class/character_tool/character_tool.gd

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class_name CharacterTool
static func get_character_attribute(character_data:Dictionary,attribute_name:String):
var arr=has_attribute(character_data)
if arr[0]:
var attribute_data=arr[1]
if attribute_data.has(attribute_name):
return attribute_data[attribute_name]
else:
return null
else:
return null
pass
static func has_attribute(character_data:Dictionary):
if character_data.has("basic_attribute"):
return [true,character_data["basic_attribute"]]
else:
return [false,null]
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static func get_head(character_data:Dictionary):
return character_data["head"]
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pass
static func cacul_fight_attribute(character_data:Dictionary)->Dictionary:
var res={}
var arr=has_attribute(character_data)
if arr[0]:
var attribute_data=arr[1]
#"CON":100,体质
#"AGI":100,敏捷
#"INT":100,智力
#"WIS":100,感知
#"STR":100,力量
#"MND":100,意志
#"LUC":100,幸运
#"AM":100,魅力
#体质
var CON=attribute_data["CON"]
var AGI=attribute_data["AGI"]
var INT=attribute_data["INT"]
var WIS=attribute_data["WIS"]
var STR=attribute_data["STR"]
var MND=attribute_data["MND"]
var LUC=attribute_data["LUC"]
var AM=attribute_data["AM"]
res["HP"]=CON*5
res["SP"]=INT+MND
res["VIT"]=120
return res
pass
static func get_skin_now_use_data(character_data:Dictionary)->Dictionary:
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return character_data["skin"][character_data["skin_now_use"]]
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static func get_character_name(character_data:Dictionary)->String:
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return character_data["name"]
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pass
static func get_character_star_num(character_data:Dictionary)->int:
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return int(character_data["star"])
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#修饰默认的角色数据,例如选择的皮肤,装备的卡片,选择的开局等
#修饰数据存储在玩家数据里用户通过Global获取的角色数据应是修饰后的数据更改角色时通过Global添加修饰器
#"skin":int 改变使用的皮肤
#
static func character_embellish(character_data:Dictionary,embellish_data:Dictionary)->Dictionary:
var res_data=character_data.duplicate(true)
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#使用皮肤更改修饰
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if embellish_data.has("skin"):
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res_data["skin_now_use"]=int(embellish_data["skin"])
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#"unclocked_start":[0],
#"start_now_use":0,
#开局更改修饰
if embellish_data.has("start"):
res_data["start_now_use"]=int(embellish_data["start"])
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#解锁开局data应该是个int类型的Array因为json解析为float这里转换了
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if embellish_data.has("unlock_start"):
var unlock_data:Array=embellish_data["unlock_start"]
for i in unlock_data:
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#这里,下同
if not float(i) in res_data["unlocked_start"]:
res_data["unlocked_start"].append(float(i))
#解锁皮肤data应该是个int类型的Array
if embellish_data.has("unlock_skin"):
var unlock_data:Array=embellish_data["unlock_skin"]
for i in unlock_data:
if not float(i) in res_data["unlocked_skin"]:
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res_data["unlocked_start"].append(float(i))
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return res_data
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static func get_initiative_value(character_data:Dictionary)->int:
var AGI=get_character_attribute(character_data,"AGI")
return AGI/2+randi_range(-10,10)
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static func get_character_type(character_data:Dictionary)->int:
return int(character_data["basic_mes"]["type"])
static var attribute_key_to_name_dic:Dictionary={
"CON":"体质",
"AGI":"敏捷",
"INT":"智力",
"WIS":"感知",
"STR":"力量",
"MND":"意志",
"LUC":"幸运",
"AM":"魅力",
"HP":"生命",
"SP":"精神",
"VIT":"体力"
}
##通过属性的键名获取显示名字
static func get_name_by_attribute_key(key:String)->String:
if attribute_key_to_name_dic.has(key):
return attribute_key_to_name_dic[key]
else:
return key