251 lines
8.1 KiB
GDScript
251 lines
8.1 KiB
GDScript
##角色字典工具类
|
||
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]
|
||
|
||
static func get_head(character_data:Dictionary):
|
||
return character_data["head"]
|
||
|
||
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
|
||
#"AD":"物理伤害",
|
||
#"AP":"法术强度",
|
||
#"CRT":"暴击率",
|
||
#"CSD":"暴击伤害",
|
||
#"LPD":"物理减伤",
|
||
#"LSD":"法术减伤",
|
||
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
|
||
res["AD"]=int(STR/10)
|
||
res["AP"]=int(MND/10)
|
||
res["CRT"]=5+LUC/2
|
||
res["CSD"]=100+WIS
|
||
res["LPD"]=0
|
||
res["LSD"]=0
|
||
|
||
return res
|
||
pass
|
||
|
||
static func get_skin_now_use_data(character_data:Dictionary)->Dictionary:
|
||
return character_data["skin"][character_data["skin_now_use"]]
|
||
static func get_character_name(character_data:Dictionary)->String:
|
||
return character_data["name"]
|
||
pass
|
||
static func get_character_star_num(character_data:Dictionary)->int:
|
||
return int(character_data["star"])
|
||
|
||
#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)
|
||
#使用皮肤更改修饰
|
||
if embellish_data.has("skin"):
|
||
res_data["skin_now_use"]=int(embellish_data["skin"])
|
||
#"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"])
|
||
#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
|
||
if embellish_data.has("unlock_start"):
|
||
var unlock_data:Array=embellish_data["unlock_start"]
|
||
for i in unlock_data:
|
||
#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"]:
|
||
res_data["unlocked_start"].append(float(i))
|
||
|
||
return res_data
|
||
#获取先手值
|
||
static func get_initiative_value(character_data:Dictionary)->int:
|
||
var AGI=get_character_attribute(character_data,"AGI")
|
||
return AGI/2+randi_range(-10,10)
|
||
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",
|
||
"AD":"物理伤害",
|
||
"AP":"法术强度",
|
||
"CRT":"暴击率",
|
||
"CSD":"暴击伤害",
|
||
"LPD":"物理减伤",
|
||
"LSD":"法术减伤",
|
||
}
|
||
##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
|
||
#对角色json加载后进行预处理
|
||
static func pre_process_character_data(character_data:Dictionary)->Dictionary:
|
||
var res:Dictionary=character_data.duplicate(true)
|
||
#_添加三页装备为null
|
||
#每页顺序默认是饰品1,饰品2,饰品3,饰品4,手部1,手部2,头部,身体
|
||
#共八个
|
||
res["equip"]=[
|
||
[null,null,null,null,null,null,null,null,],
|
||
[null,null,null,null,null,null,null,null,],
|
||
[null,null,null,null,null,null,null,null,]
|
||
]
|
||
res["now_use_equip"]=0
|
||
#技能
|
||
res["skill"]=[]
|
||
#道具
|
||
res["prop"]=[]
|
||
return res
|
||
|
||
#替换装备数据,返回之前装备
|
||
static func replace_character_equip(character_data:Dictionary,page:int,pos:int,item_data):
|
||
var data=character_data["equip"][page][pos]
|
||
if item_data is Dictionary:
|
||
character_data["equip"][page][pos]=item_data.duplicate(true)
|
||
else:
|
||
character_data["equip"][page][pos]=null
|
||
return data
|
||
#当前使用的装备方案对应页
|
||
static func get_character_equip_page(character_data:Dictionary,page:int)->Array:
|
||
var data:Array=character_data["equip"][page]
|
||
return data.duplicate(true)
|
||
#返回角色当前使用的装备队列
|
||
static func get_character_equip_now(character_data:Dictionary):
|
||
var now_use_page:int=character_data["now_use_equip"]
|
||
var data:Array=character_data["equip"][now_use_page]
|
||
return data.duplicate(true)
|
||
#改变角色当前使用的装备页
|
||
static func change_character_equip_now_use(character_data:Dictionary,page:int):
|
||
character_data["now_use_equip"]=page
|
||
#获取角色当前使用的装备页数
|
||
static func get_character_equip_now_use_page(character_data:Dictionary)->int:
|
||
return int(character_data["now_use_equip"])
|
||
|
||
#移除第ind个技能卡,返回被移除的技能卡数据
|
||
static func remove_skill_index(character_data:Dictionary,ind:int):
|
||
var data
|
||
if character_data.has("skill"):
|
||
var skill_arr=character_data["skill"]
|
||
if skill_arr is Array and skill_arr.size()>ind:
|
||
data=skill_arr[ind]
|
||
skill_arr.pop_at(ind)
|
||
return data
|
||
#根据id移除技能卡(仅仅移除第一个)
|
||
static func remove_skill_id(character_data:Dictionary,id:String):
|
||
var data
|
||
if character_data.has("skill"):
|
||
var skill_arr=character_data["skill"]
|
||
if skill_arr is Array:
|
||
for i in skill_arr.size():
|
||
if skill_arr[i]["id"]==id:
|
||
data=skill_arr[i].duplicate(true)
|
||
skill_arr.pop_at(i)
|
||
break
|
||
return data
|
||
#向角色添加技能卡(bool为添加成功与否的标志,如果以后角色需要限制技能卡装备数量上限更改此处)
|
||
static func add_skill_card(character_data:Dictionary,skill_data:Dictionary)->bool:
|
||
if character_data.has("skill"):
|
||
var skill_arr=character_data["skill"]
|
||
skill_arr.append(skill_data.duplicate(true))
|
||
return true
|
||
else:
|
||
return false
|
||
#获取角色的技能序列
|
||
static func get_character_skill_all(character_data:Dictionary):
|
||
if character_data.has("skill"):
|
||
var skill_arr:Array=character_data["skill"]
|
||
return skill_arr.duplicate(true)
|
||
|
||
#获取角色与npc之间的关系
|
||
static func get_character_with_npc_favor(character_data:Dictionary,npc_id:String):
|
||
var favor_data=character_data["favor"]
|
||
if favor_data.has(npc_id):
|
||
return favor_data[npc_id]
|
||
else:
|
||
character_data["favor"][npc_id]=Database.get_npc_data(npc_id)["init_favor"]
|
||
return favor_data[npc_id]
|
||
pass
|
||
#计算装备加成后的角色
|
||
static func get_character_with_equip_value(character_data:Dictionary)->Dictionary:
|
||
var res:Dictionary=character_data.duplicate(true)
|
||
var now_equip=get_character_equip_now(character_data)
|
||
for i in now_equip:
|
||
if i!=null:
|
||
var add_attribute=ItemTool.get_item_attribute_basic(i)
|
||
var basic_attribute=res["basic_attribute"]
|
||
for j in add_attribute.keys():
|
||
if basic_attribute.has(j):
|
||
#计算白值
|
||
basic_attribute[j]+=add_attribute[j]
|
||
|
||
|
||
return res
|
||
pass
|
||
#计算角色使用鉴定加成卡后的数值
|
||
static func get_character_use_identification_card(character_data:Dictionary,item_arr:Array)->Dictionary:
|
||
var res=character_data.duplicate(true)
|
||
for i in item_arr:
|
||
var add_attribute=ItemTool.get_item_attribute_for_indetification(i)
|
||
var basic_attribute=res["basic_attribute"]
|
||
if add_attribute!=null:
|
||
for j in add_attribute.keys():
|
||
if basic_attribute.has(j):
|
||
#计算白值
|
||
basic_attribute[j]+=add_attribute[j]
|
||
return res
|