mirror of
https://gitlab.com/YuukiPS/GSServer-CBT.git
synced 2024-12-27 08:19:23 +03:00
239 lines
7.2 KiB
Lua
239 lines
7.2 KiB
Lua
--baseClass提供基础接口
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local baseClass = require('UAuto/TestCases/Number/NumberBase')
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--所有testcase继承baseClass
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local UAutoLuaTestCase = class("AvatarReliquaryTest",baseClass)
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local self = UAutoLuaTestCase
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self.TestFixture = "AvatarReliquaryTest"
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self.Category = "数值"
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self.Description="圣遗物升级角色数值验证"
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local avatarLevel=90
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local avatarPromoteLevel = 4
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local step=2
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--装备id列表 --沙,羽,冠,花,杯
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--绿装+1, 蓝装+2,紫装+3,橙装+4。
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--2阶+100,3阶+200,4阶+300。
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local ReliquaryList_base = {51100,51110,51120,51130,51140}
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--生命套装 +0
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--攻击套装+1000
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--防御套装+2000
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--强击套装+3000
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--激怒套装+4000
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--制裁套装+5000
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--护佑套装+6000
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--稳固套装+7000
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--吸血套装+8000
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--反击套装+9000
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--颂歌套装+10000
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--热血套装+11000
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--激昂套装+12000
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--暴走套装+13000
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--治愈套装+14000
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--天空套装id列表 --沙,羽,冠,花,杯
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--只有5阶,绿装+1, 蓝装+2,紫装+3,橙装+4。
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local ReliquaryList_sky = {97400,97410,97420,97430,97440}
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function self:CheckReliqueryInRange(idAppend)
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local levelMax = 10
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local upLevelStep = 3
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for i = 1, #ReliquaryList_base do
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local id = ReliquaryList_base[i] + idAppend
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yield_return(CS.UnityEngine.WaitForEndOfFrame())
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for level=1,levelMax,upLevelStep do
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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self.base:SetUpEquipedReliquery()
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local combatPropertyBefore = self.base:GetEntityCombatProperty()
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local rank = math.random(0,4)
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local breakLevel = math.random(0,3)
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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yield_return(self.base:RunGM("equip add "..tostring(id+rank) .." ".. level .. " "..breakLevel))
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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self.base:CheckAvatarReliqueryProp(combatPropertyBefore,i-1)
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end
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end
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end
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self.ReliquaryLife = {
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Order = 1,
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Type = CaseType.MonoTest,
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Description="生命套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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Action = UAutoCoroutine(function()
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--yield_return(self:FinishAllNoob())
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yield_return(self:ChangeAvatar("Ayaka"))
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yield_return(self.base:RunGM("Player Level 70"))
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yield_return(self.base:RunGM("break "..avatarPromoteLevel))
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yield_return(self.base:RunGM("level "..avatarLevel))
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yield_return(self.base:RunGM("equip add 10011 90 4"))
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local baseHP = self.base:GetFloatPropertyValue("maxHP")
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self.base:SetAvatarHpBase(baseHP)
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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self:CheckReliqueryInRange(0)
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end)
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}
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-- self.ReliquaryAttack = {
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-- Order = 2,
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-- Type = CaseType.MonoTest,
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-- Description="攻击套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(1000)
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-- end)
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-- }
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-- self.ReliquaryDefense = {
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-- Order = 3,
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-- Type = CaseType.MonoTest,
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-- Description="防御套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(2000)
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-- end)
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-- }
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-- self.ReliquaryCritical = {
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-- Order = 4,
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-- Type = CaseType.MonoTest,
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-- Description="强击套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(3000)
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-- end)
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-- }
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-- self.ReliquaryCriticalHurt = {
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-- Order = 5,
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-- Type = CaseType.MonoTest,
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-- Description="激怒套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(4000)
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-- end)
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-- }
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-- self.ReliquaryAddHurt = {
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-- Order = 6,
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-- Type = CaseType.MonoTest,
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-- Description="制裁套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(5000)
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-- end)
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-- }
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-- self.ReliquaryMinusHurt = {
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-- Order = 7,
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-- Type = CaseType.MonoTest,
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-- Description="护佑套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(6000)
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-- end)
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-- }
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-- self.ReliquaryANTI_CRITICAL = {
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-- Order = 7,
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-- Type = CaseType.MonoTest,
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-- Description="稳固套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(7000)
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-- end)
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-- }
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-- self.ReliquarySong = {
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-- Order = 10,
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-- Type = CaseType.MonoTest,
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-- Description="颂歌套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(10000)
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-- end)
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-- }
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-- self.ReliquaryRexue = {
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-- Order = 11,
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-- Type = CaseType.MonoTest,
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-- Description="热血套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(11000)
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-- end)
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-- }
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-- self.ReliquaryJiHang = {
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-- Order = 12,
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-- Type = CaseType.MonoTest,
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-- Description="激昂套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(12000)
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-- end)
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-- }
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-- self.ReliquaryBaozou = {
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-- Order = 13,
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-- Type = CaseType.MonoTest,
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-- Description="暴走套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(13000)
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-- end)
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-- }
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-- self.ReliquaryHeal = {
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-- Order = 14,
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-- Type = CaseType.MonoTest,
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-- Description="治愈套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- self:CheckReliqueryInRange(14000)
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-- end)
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-- }
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-- self.ReliquarySky = {
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-- Order = 15,
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-- Type = CaseType.MonoTest,
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-- Description="天空套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
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-- Action = UAutoCoroutine(function()
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-- local levelMax = 10
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-- local upLevelStep = 3
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-- for i = 1, #ReliquaryList_sky do
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-- local id = ReliquaryList_sky[i]
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-- yield_return(CS.UnityEngine.WaitForEndOfFrame())
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-- for level=1,levelMax,upLevelStep do
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-- self.base:SetUpEquipedReliquery()
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-- local combatPropertyBefore = self.base:GetEntityCombatProperty()
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-- yield_return(CS.UnityEngine.WaitForSeconds(1))
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-- local rank = math.random(0,4)
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-- local breakLevel = math.random(0,3)
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-- yield_return(self.base:RunGM("equip add "..tostring(id+rank) .." ".. level .. " "..breakLevel))
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-- yield_return(CS.UnityEngine.WaitForSeconds(1))
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-- self.base:CheckAvatarReliqueryProp(combatPropertyBefore,i-1)
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-- yield_return(CS.UnityEngine.WaitForSeconds(1))
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-- end
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-- end
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-- end)
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-- }
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return self |