Beispiel #1
0
        public void newgamedata() //初始化游戏数据
        {
            GlobalData Gamedata = GlobalData.CreateData();

            Gamedata.MAXBookcontenID = 0;
            Gamedata.MAXBookID       = 0;
        }
Beispiel #2
0
    void intiGame()
    {
        //初始化全局数据 Gamedata
        GlobalData Gamedata = GlobalData.CreateData();

        Gamedata.newgamedata();
    }
Beispiel #3
0
        public void AddBookData(int copyID = 0)
        {
            GlobalData Gamedata = GlobalData.CreateData();

            if (copyID == 0)
            {
                Gamedata.MAXBookcontenID++;
                Gamedata.MAXBookID++;
            }
            else
            {
                Gamedata.MAXBookID++;
            }
        }
Beispiel #4
0
    void Start()
    {
        //切换场景不销毁数据
        GameObject.DontDestroyOnLoad(gameObject);


        GlobalData Gamedata = GlobalData.CreateData();

        //初始金钱 可用于难度调整
        Gamedata.Gold = Random.Range(50, 150);
        //初始书籍列表

        for (int i = 0; i < 10; i++)
        {
            Gamedata.bookdata.Add(bookgenrate(0));
        }
    }
Beispiel #5
0
    public BookOnShop bookgenrate(int copyID = 0) //参数,是否为创建抄本
    {
        BookOnShop Book     = new BookOnShop();
        GlobalData Gamedata = GlobalData.CreateData();


        Book.tittle = "1"; //书本标题,后续使用文件列表读取预定书名

        //书本页数
        int Minpage = 50;
        int Maxpage = 200;

        Book.Page = Random.Range(Minpage, Maxpage);

        //书本耐久, 后续根据难度调整上下限     损坏20破损50陈旧80瑕疵90崭新100
        Book.BookDuration = Random.Range(20, 100);

        //书本材质 0纸张 1竹卷 2羊皮纸 3帛书 4血书 5版牍(木制) 6kindle(极少)
        if (Random.Range(0, 100000) == 1)
        {
            Book.BookQuality = 6;
        }
        else
        {
            Book.BookQuality = Random.Range(0, 5);
        }

        // 0干净 1落灰 2肮脏 3无法处理的污渍,可大于3 n*10%拒绝租借 根据店内整洁程度随机落灰 租借后有几率变脏
        Book.Bookclean = 0;

        // 内容ID,除非抄本和特殊时间否则不重复
        if (copyID == 0)
        {
            Gamedata.AddBookData();
            Book.BookcontenID = Gamedata.MAXBookcontenID;
        }
        else
        {
            Book.BookcontenID = copyID;
            Gamedata.AddBookData(copyID);
        }

        //能力变化 野望,狂气,san值,战力,色气{yabou,qiuki,san,senri,ero}
        float ability = Random.Range(1, 100);

        if (ability >= 90)
        {
            Book.AbilityChange[0] = Random.Range(5, 10);
        }
        else if (ability < 30)
        {
            Book.AbilityChange[0] = Random.Range(-3, 5);
        }
        else
        {
            Book.AbilityChange[0] = 0;
        }

        ability = Random.Range(1, 100);
        if (ability >= 90)
        {
            Book.AbilityChange[1] = Random.Range(5, 10);
        }
        else if (ability < 30)
        {
            Book.AbilityChange[1] = Random.Range(-3, 5);
        }
        else
        {
            Book.AbilityChange[1] = 0;
        }

        ability = Random.Range(1, 100);
        if (ability >= 90)
        {
            Book.AbilityChange[2] = Random.Range(-5, 0);
        }
        else
        {
            Book.AbilityChange[2] = 0;
        }

        ability = Random.Range(1, 100);
        if (ability >= 90)
        {
            Book.AbilityChange[3] = Random.Range(5, 10);
        }
        else if (ability < 30)
        {
            Book.AbilityChange[3] = Random.Range(-3, 5);
        }
        else
        {
            Book.AbilityChange[3] = 0;
        }

        ability = Random.Range(1, 100);
        if (ability >= 90)
        {
            Book.AbilityChange[4] = Random.Range(5, 0);
        }
        else
        {
            Book.AbilityChange[4] = 0;
        }



        bool[] Tag = new bool[TAGNUM];//精装,绘本,封印,召唤,源起,念写
        ability = Random.Range(1, 100);
        if (ability >= 80)
        {
            Book.Tag[0] = true;
        }
        else
        {
            Book.Tag[0] = false;
        }

        ability = Random.Range(1, 100);
        if (ability >= 95)
        {
            Book.Tag[1] = true;
        }
        else
        {
            Book.Tag[1] = false;
        }

        Book.Tag[2] = false;

        ability = Random.Range(1, 100);
        if (ability >= 95)
        {
            Book.Tag[3] = true;
        }
        else
        {
            Book.Tag[3] = false;
        }

        ability = Random.Range(1, 100);
        if (ability >= 80)
        {
            Book.Tag[4] = true;
        }
        else
        {
            Book.Tag[4] = false;
        }

        ability = Random.Range(1, 100);
        if (ability >= 99)
        {
            Book.Tag[5] = true;
        }
        else
        {
            Book.Tag[5] = false;
        }


        int Theme = Random.Range(1, 5);;        // 书籍主题 如科技,魔法

        //是否为抄本
        if (copyID == null || copyID == 0)
        {
            Book.Copyed = 0;;
        }
        else
        {
            Book.Copyed = copyID;
        }


        int SummonedAblity;//被召唤生物能力

        Book.SummonedAblity = Random.Range(1, 100);

        ability = Random.Range(1, 100);
        if (ability >= 90)
        {
            Book.Skill = Random.Range(5, 0);
        }
        else
        {
            Book.Skill = 0;
        }

        //源起应该指向目标类(如人物,事件的描述字段)
        Book.story    = "一本平凡无奇的书";
        Book.personID = 0;

        return(Book);
    }