Documentation ¶
Index ¶
- func GetAvatarDataMap() map[uint32]*AvatarData
- func GetAvatarInherentProudSkillList(skillDepotId uint32, promote uint32) []uint32
- func GetAvatarSkillDataMap() map[int32]*AvatarSkillData
- func GetAvatarSkillDepotDataMap() map[uint32]*AvatarSkillDepotData
- func GetDefaultOpenStateDataMap() map[int32]*OpenStateData
- func GetFetterDataMap() map[int32]*FetterData
- func GetFetterIdListByAvatarId(avatarId int32) []int32
- func GetOpenStateDataMap() map[int32]*OpenStateData
- func InitGameDataConfig()
- type AvatarData
- type AvatarSkillData
- type AvatarSkillDepotData
- type ConfigAvatar
- type ConfigAvatarAbility
- type FetterData
- type GameDataConfig
- type InherentProudSkillOpens
- type IntArray
- type OpenStateCond
- type OpenStateData
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func GetAvatarDataMap ¶
func GetAvatarDataMap() map[uint32]*AvatarData
func GetAvatarSkillDataMap ¶
func GetAvatarSkillDataMap() map[int32]*AvatarSkillData
func GetAvatarSkillDepotDataMap ¶
func GetAvatarSkillDepotDataMap() map[uint32]*AvatarSkillDepotData
func GetDefaultOpenStateDataMap ¶
func GetDefaultOpenStateDataMap() map[int32]*OpenStateData
func GetFetterDataMap ¶
func GetFetterDataMap() map[int32]*FetterData
func GetOpenStateDataMap ¶
func GetOpenStateDataMap() map[int32]*OpenStateData
func InitGameDataConfig ¶
func InitGameDataConfig()
Types ¶
type AvatarData ¶
type AvatarData struct { AvatarId uint32 `csv:"ID"` HpBase float32 `csv:"基础生命值,omitempty"` AttackBase float32 `csv:"基础攻击力,omitempty"` DefenseBase float32 `csv:"基础防御力,omitempty"` Critical float32 `csv:"暴击率,omitempty"` CriticalHurt float32 `csv:"暴击伤害,omitempty"` QualityType int32 `csv:"角色品质,omitempty"` ConfigJson string `csv:"战斗config,omitempty"` InitialWeapon uint32 `csv:"初始武器,omitempty"` WeaponType int32 `csv:"武器种类,omitempty"` SkillDepotId uint32 `csv:"技能库ID,omitempty"` SkillDepotIdList IntArray `csv:"候选技能库ID,omitempty"` PromoteId int32 `csv:"角色突破ID,omitempty"` PromoteRewardLevel IntArray `csv:"角色突破奖励获取等阶,omitempty"` PromoteReward IntArray `csv:"角色突破奖励,omitempty"` AbilityHashCodeList []int32 PromoteRewardMap map[uint32]uint32 }
AvatarData 角色配置表
func GetAvatarDataById ¶
func GetAvatarDataById(avatarId uint32) *AvatarData
func (*AvatarData) GetBaseAttackByLevel ¶
func (a *AvatarData) GetBaseAttackByLevel(level uint32) float32
func (*AvatarData) GetBaseDefenseByLevel ¶
func (a *AvatarData) GetBaseDefenseByLevel(level uint32) float32
func (*AvatarData) GetBaseHpByLevel ¶
func (a *AvatarData) GetBaseHpByLevel(level uint32) float32
type AvatarSkillData ¶
type AvatarSkillData struct { AvatarSkillId int32 `csv:"ID"` AbilityName string `csv:"Ability名称,omitempty"` CostStamina int32 `csv:"消耗体力,omitempty"` CostElemType int32 `csv:"消耗能量类型,omitempty"` CostElemVal int32 `csv:"消耗能量值,omitempty"` UpgradeSkillGroupId int32 `csv:"升级技能组ID,omitempty"` }
AvatarSkillData 角色技能配置表
func GetAvatarEnergySkillConfig ¶
func GetAvatarEnergySkillConfig(skillDepotId uint32) *AvatarSkillData
func GetAvatarSkillDataById ¶
func GetAvatarSkillDataById(avatarSkillId int32) *AvatarSkillData
type AvatarSkillDepotData ¶
type AvatarSkillDepotData struct { AvatarSkillDepotId uint32 `csv:"ID"` // 元素爆发 EnergySkill int32 `csv:"充能技能,omitempty"` // 其他战斗天赋 Skill1 int32 `csv:"技能1,omitempty"` Skill2 int32 `csv:"技能2,omitempty"` Skill3 int32 `csv:"技能3,omitempty"` Skill4 int32 `csv:"技能4,omitempty"` // 命座 Talent1 int32 `csv:"天赋1,omitempty"` Talent2 int32 `csv:"天赋2,omitempty"` Talent3 int32 `csv:"天赋3,omitempty"` Talent4 int32 `csv:"天赋4,omitempty"` Talent5 int32 `csv:"天赋5,omitempty"` Talent6 int32 `csv:"天赋6,omitempty"` // 固有天赋 ProudSkill1GroupId int32 `csv:"固有得意技组1ID,omitempty"` ProudSkill1NeedAvatarPromoteLevel int32 `csv:"固有得意技组1激活所需角色突破等级,omitempty"` ProudSkill2GroupId int32 `csv:"固有得意技组2ID,omitempty"` ProudSkill2NeedAvatarPromoteLevel int32 `csv:"固有得意技组2激活所需角色突破等级,omitempty"` ProudSkill3GroupId int32 `csv:"固有得意技组3ID,omitempty"` ProudSkill3NeedAvatarPromoteLevel int32 `csv:"固有得意技组3激活所需角色突破等级,omitempty"` ProudSkill4GroupId int32 `csv:"固有得意技组4ID,omitempty"` ProudSkill4NeedAvatarPromoteLevel int32 `csv:"固有得意技组4激活所需角色突破等级,omitempty"` ProudSkill5GroupId int32 `csv:"固有得意技组5ID,omitempty"` ProudSkill5NeedAvatarPromoteLevel int32 `csv:"固有得意技组5激活所需角色突破等级,omitempty"` SkillDepotAbilityGroup string `csv:"AbilityGroup,omitempty"` Skills []int32 // 其他战斗天赋 Talents []int32 // 命座 InherentProudSkillOpens []*InherentProudSkillOpens // 固有天赋 AbilityHashCodeList []int32 }
AvatarSkillDepotData 角色技能库配置表
func GetAvatarSkillDepotDataById ¶
func GetAvatarSkillDepotDataById(avatarSkillDepotId uint32) *AvatarSkillDepotData
type ConfigAvatar ¶
type ConfigAvatar struct { Abilities []*ConfigAvatarAbility `json:"abilities"` TargetAbilities []*ConfigAvatarAbility `json:"targetAbilities"` }
type ConfigAvatarAbility ¶
type ConfigAvatarAbility struct {
AbilityName string `json:"abilityName"`
}
type FetterData ¶
FetterData 角色资料解锁配置表
func GetFetterDataByFetterId ¶
func GetFetterDataByFetterId(fetterId int32) *FetterData
type GameDataConfig ¶
type GameDataConfig struct { // 配置表数据 AvatarDataMap map[uint32]*AvatarData // 角色 FetterDataMap map[int32]*FetterData // 角色资料解锁 FetterDataAvatarIdMap map[int32][]int32 // 角色资料解锁角色id索引 AvatarSkillDataMap map[int32]*AvatarSkillData // 角色技能 AvatarSkillDepotDataMap map[uint32]*AvatarSkillDepotData // 角色技能库 OpenStateDataMap map[int32]*OpenStateData // 开放状态 // contains filtered or unexported fields }
var CONF *GameDataConfig = nil
type InherentProudSkillOpens ¶
type OpenStateCond ¶
type OpenStateData ¶
type OpenStateData struct { OpenStateId int32 `csv:"ID"` DefaultOpen int32 `csv:"默认是否开启,omitempty"` AllowClientReq int32 `csv:"客户端能否发起功能开启,omitempty"` CondType1 int32 `csv:"条件1类型,omitempty"` CondType1Param int32 `csv:"条件1参数,omitempty"` CondType1Param2 int32 `csv:"条件1参数2,omitempty"` CondType2 int32 `csv:"条件2类型,omitempty"` CondType2Param int32 `csv:"条件2参数,omitempty"` CondType2Param2 int32 `csv:"条件2参数2,omitempty"` OpenStateCondList []*OpenStateCond }
OpenStateData 开放状态配置表
func GetOpenStateDataById ¶
func GetOpenStateDataById(openStateId int32) *OpenStateData
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