//  執行
    public override void Execute()
    {
        // 建立Soldier
        ICharacterFactory Factory = PBDFactory.GetCharacterFactory();
        ISoldier          Soldier = Factory.CreateSoldier(m_emSoldier, m_emWeapon, m_Lv, m_Position);

        // 依機率產生前輟能力
        int Rate   = UnityEngine.Random.Range(0, 100);
        int AttrID = 0;

        if (Rate > 90)
        {
            AttrID = 13;
        }
        else if (Rate > 80)
        {
            AttrID = 12;
        }
        else if (Rate > 60)
        {
            AttrID = 11;
        }
        else
        {
            return;
        }

        // 加上字首能力
        //Debug.Log("加上前輟能力:"+AttrID);
        IAttrFactory AttrFactory = PBDFactory.GetAttrFactory();
        SoldierAttr  PreAttr     = AttrFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, AttrID, Soldier.GetSoldierValue());

        Soldier.SetCharacterAttr(PreAttr);
    }
    // 设定角色能力
    public override void SetCharacterAttr()
    {
        // 取得Enemy的数值
        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();
        int          AttrID         = m_BuildParam.NewCharacter.GetAttrID();
        EnemyAttr    theEnemyAttr   = theAttrFactory.GetEnemyAttr(AttrID);

        // 设定数值的计算策略
        theEnemyAttr.SetAttStrategy(new EnemyAttrStrategy());

        // 设定给角色
        m_BuildParam.NewCharacter.SetCharacterAttr(theEnemyAttr);
    }
    public override void SetCharacterAttr()
    {
        // 取得Enemy的數值
        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();
        int          AttrID         = m_BuildParam.NewCharacter.GetAttrID();
        SoldierAttr  theSoldierAttr = theAttrFactory.GetSoldierAttr(AttrID);

        // 設定數值的計算策略
        theSoldierAttr.SetAttStrategy(new SoldierAttrStrategy());

        // 設定給角色
        m_BuildParam.NewCharacter.SetCharacterAttr(theSoldierAttr);
    }
Beispiel #4
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    // 设定角色能力
    public override void SetCharacterAttr()
    {
        // 取得Soldier的数值
        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();
        int          AttrID         = m_BuildParam.NewCharacter.GetAttrID();
        SoldierAttr  theSoldierAttr = theAttrFactory.GetSoldierAttr(AttrID);

        // 设定
        theSoldierAttr.SetAttStrategy(new SoldierAttrStrategy());

        // 设定等级
        theSoldierAttr.SetSoldierLv(m_BuildParam.Lv);

        // 设定给角色
        m_BuildParam.NewCharacter.SetCharacterAttr(theSoldierAttr);
    }
Beispiel #5
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    // 建立武器
    public override IWeapon CreateWeapon(ENUM_Weapon emWeapon)
    {
        IWeapon pWeapon   = null;
        string  AssetName = "";         // Unity模型名称
        int     AttrID    = 0;          // 武器的能力值

        // 依武器
        switch (emWeapon)
        {
        case ENUM_Weapon.Gun:
            pWeapon   = new WeaponGun();
            AssetName = "WeaponGun";
            AttrID    = 1;
            break;

        case ENUM_Weapon.Rifle:
            pWeapon   = new WeaponRifle();
            AssetName = "WeaponRifle";
            AttrID    = 2;
            break;

        case ENUM_Weapon.Rocket:
            pWeapon   = new WeaponRocket();
            AssetName = "WeaponRocket";
            AttrID    = 3;
            break;

        default:
            Debug.LogWarning("CreateWeapon:无法建立[" + emWeapon + "]");
            return(null);
        }

        // 产生Asset
        IAssetFactory AssetFactory    = PBDFactory.GetAssetFactory();
        GameObject    WeaponGameObjet = AssetFactory.LoadWeapon(AssetName);

        pWeapon.SetGameObject(WeaponGameObjet);

        // 取得武器的威力
        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();
        WeaponAttr   theWeaponAttr  = theAttrFactory.GetWeaponAttr(AttrID);

        // 设定武器的威力
        pWeapon.SetWeaponAttr(theWeaponAttr);

        return(pWeapon);
    }
Beispiel #6
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    // 增加勋章
    public virtual void AddMedal()
    {
        if (m_MedalCount >= MAX_MEDAL)
        {
            return;
        }

        // 增加勋章
        m_MedalCount++;
        // 取得对应的勋章加乘值
        int AttrID = m_MedalCount + MEDAL_VALUE_ID;

        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();

        // 加上字尾能力
        SoldierAttr SufAttr = theAttrFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Suffix, AttrID, m_Attribute as SoldierAttr);

        SetCharacterAttr(SufAttr);
    }
    // Soldier能力
    void UnitTest_SoldierValue()
    {
        ICharacterFactory Factory = PBDFactory.GetCharacterFactory();

        // 建立Soldier
        ISoldier theSoldier = Factory.CreateSoldier(ENUM_Soldier.Rookie, ENUM_Weapon.Gun, 1, new Vector3(0, 0, 0));

        // 加上前輟能力
        IAttrFactory ValueFactory = PBDFactory.GetAttrFactory();
        SoldierAttr  PreAttr      = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, 11, theSoldier.GetSoldierValue());

        theSoldier.SetCharacterAttr(PreAttr);

        // 加上後輟能力
        SoldierAttr SufValue = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Suffix, 21, theSoldier.GetSoldierValue());

        theSoldier.SetCharacterAttr(SufValue);

        // 建立Enemy
        IEnemy theEnemy = Factory.CreateEnemy(ENUM_Enemy.Elf, ENUM_Weapon.Rocket, new Vector3(0, 0, 0), new Vector3(100, 0, 0));

        // 建立俘兵
        ISoldier theCaptive = new SoldierCaptive(theEnemy);

        // 加上前輟能力
        PreAttr = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, 11, theCaptive.GetSoldierValue());
        theCaptive.SetCharacterAttr(PreAttr);

        // 加上後輟能力
        SufValue = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Suffix, 21, theCaptive.GetSoldierValue());
        theCaptive.SetCharacterAttr(SufValue);

        // Soldier打Enemy
        //theSoldier.Attack( theEnemy );

        // Enemy打Soldier
        //theEnemy.Attack( theSoldier );
    }