public CharacterAttr(IAttrStrategy _attrStrategy, CharacterBaseAttr _baseAttr, int _lv = 1, float _critRate = 0)
 {
     AttrStrategy = _attrStrategy;
     BaseAttr     = _baseAttr;
     Lv           = _lv;
     CritRate     = _critRate;
     DmgDescValue = AttrStrategy.GetDmgDescValue(Lv);
 }
 public ICharacterAttr(IAttrStrategy strategy, int lv, CharactorBaseAttr baseAttr)
 {
     mLv           = lv;
     mBaseAttr     = baseAttr;
     mAttrStrategy = strategy;
     mDmgDescValue = mAttrStrategy.GetDmgDescValue(mLv);
     mCurHp        = mBaseAttr.MaxHp + mAttrStrategy.GetExtraHPValue(mLv);
 }
 public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr)
 {
     mLv           = lv;
     mBaseAttr     = baseAttr;
     mStrategy     = strategy;
     mDmgDescValue = mStrategy.GetDmgDescValue(mLv);
     mCurrentHP    = baseAttr.maxHP + mStrategy.GetExtraHPValue(mLv);
 }
    /// <summary>
    /// 计算伤害
    /// </summary>
    /// <param name="attacker"></param>
    public void CalDmgValue(ICharacter attacker)
    {
        int AtkValue = attacker.GetAtkValue();

        AtkValue -= m_AttrStrategy.GetDmgDescValue(this);

        m_NowHP -= AtkValue;
    }
Beispiel #5
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 public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr)
 {
     mBaseAttr = baseAttr;
     mLv       = lv;
     mStrategy = strategy;
     //下面的两个字段当角色被创建出来的时候就已经确定了,所以在构造方法里面直接进行初始化
     mDmgDescValue = mStrategy.GetDmgDescValue(mLv);
     mCurrentHP    = baseAttr.maxHP + mStrategy.GetExtraHPValue(mLv);
 }
    public ICharacterAttribute(IAttrStrategy strategy, int level, CharacterBaseAttr baseAttr)
    {
        mBaseAttr = baseAttr;
        mLevel    = level;

        mStrategy     = strategy;
        mDmgDescValue = mStrategy.GetDmgDescValue(mLevel);
        mCurretHP     = baseAttr.maxHP + mStrategy.GetExtraHPVaule(mLevel);
    }
    //public int DmgDescValue { get { return m_DmgDescValue; } }
    //不使用方法返回是为了减少性能损耗
    //public int DmgDescValue { get { return m_Strategy.GetDmgDescValue(m_LV); } }

    public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr)
    {
        m_Strategy = strategy;
        m_LV       = lv;
        m_BaseAttr = baseAttr;

        m_DmgDescValue = m_Strategy.GetDmgDescValue(m_LV);
        m_CurrentHP    = baseAttr.MaxHP + m_Strategy.GetExtraHPValue(m_LV);
    }
Beispiel #8
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    public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr)
    {
        mStrategy          = strategy;
        mLv                = lv;
        mCharacterBaseAttr = baseAttr;

        mDmgDesValue = mStrategy.GetDmgDescValue(mLv);                  //根据等级计算出抵御的伤害值
        mCurrentHP   = baseAttr.MaxHP + mStrategy.GetExtraHPValue(mLv); //根据等级计算额外血量,加最大血量得到当前角色血量
    }
    //获取被武器攻击后的伤害
    public void CalDmgValue(ICharacter attacker)
    {
        //获取武器攻击力
        int atkValue = attacker.GetAtkValue();

        //减少伤害值
        atkValue -= attrStrategy.GetDmgDescValue(this);

        //扣去伤害值
        nowHP -= atkValue;
    }
    // 取得被武器攻擊後的傷害值
    public void CalDmgValue(ICharacter Attacker)
    {
        // 取得武器功擊力
        int AtkValue = Attacker.GetAtkValue();

        // 減傷
        AtkValue -= m_AttrStrategy.GetDmgDescValue(this);

        // 扣去傷害
        m_NowHP -= AtkValue;
    }
    //获取被武器攻击后的伤害值
    public void CalDmgValue(ICharacter Attacker)
    {
        //获取武器攻击力
        int AtkValue = Attacker.GetAtkValue();

        //减少伤害值
        AtkValue -= m_AttrStrategy.GetDmgDescValue(this);

        //扣去伤害值
        m_NowHP -= AtkValue;
    }
Beispiel #12
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    //public ICharacterAttr(IAttrStrategy strategy,int lv, string name,int maxHP,float moveSpeed,string iconSprite,string prefabName)
    public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr)
    {
        mBaseAttr     = baseAttr;
        mLv           = lv;
        mStrategy     = strategy;
        mDmgDescValue = mStrategy.GetDmgDescValue(mLv);
        mCurrentHP    = mBaseAttr.maxHP + mStrategy.GetEXtraHPValue(mLv);

        //mName = name;
        //mMaxHP = maxHP;
        //mMoveSpeed = moveSpeed;
        //mIconSprite = iconSprite;
        //mPrefabName = prefabName;
    }