public void newgamedata() //初始化游戏数据 { GlobalData Gamedata = GlobalData.CreateData(); Gamedata.MAXBookcontenID = 0; Gamedata.MAXBookID = 0; }
void intiGame() { //初始化全局数据 Gamedata GlobalData Gamedata = GlobalData.CreateData(); Gamedata.newgamedata(); }
public void AddBookData(int copyID = 0) { GlobalData Gamedata = GlobalData.CreateData(); if (copyID == 0) { Gamedata.MAXBookcontenID++; Gamedata.MAXBookID++; } else { Gamedata.MAXBookID++; } }
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)); } }
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); }