Beispiel #1
0
    public static bool Use_skill_2 = false; //질주 이속

    public static void Set_Player_Stat()
    {
        //공격력 레벨당 10퍼 상승
        //체력 5퍼 상승


        int_Lv = BackEndDataManager.instance.Character_Data.int_character_Lv + (int)Skill_s.Get_Skill_Val(Ability_Type.add_level);

        float skill_atk = Use_skill_0 ? Skill_s.Get_Skill_Val(Ability_Type.skill_atk) : 0;

        int_Base_Atk = 100 + (100 / 20) * (int_Lv - 1);
        BigInteger int_Upgrade = int_Base_Atk * (BackEndDataManager.instance.Character_Data.Int_Upgrade_Lv * 5) / 100;

        int_Total_Atk = int_Base_Atk + int_Upgrade + (int)Skill_s.Get_Skill_Val(Ability_Type.add_atk) + (int_Base_Atk * (int)skill_atk) / 100;

        int_Hp = 2000 + (2000 / 20) * (int_Lv - 1);

        int_Atk_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_atk_speed)
                        + (Use_skill_1 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_atk_speed) : 0);

        int_Critical_Damege = 5 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_damege);

        int_Critical_Percent = 1 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_percent);

        int_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_speed)
                    + (Use_skill_2 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_speed) : 0);

        int_Top_Scroll_Speed = -int_Speed / 90.0f;
        int_Btm_Scroll_Speed = -int_Speed / 60.0f;

        UiManager.instance.Set_Character_Stat();
    }
Beispiel #2
0
    public static void Set_Player_Stat(Ability_Type skill_Type)
    {
        Debug.Log("이거냐?????");
        switch (skill_Type)
        {
        case Ability_Type.add_atk_speed:
            int_Atk_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_atk_speed)
                            + (Use_skill_1 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_atk_speed) : 0);
            break;

        case Ability_Type.add_speed:
            int_Speed = 100 + Skill_s.Get_Skill_Val(Ability_Type.add_speed)
                        + (Use_skill_2 ? (int)Skill_s.Get_Skill_Val(Ability_Type.skill_speed) : 0);

            int_Top_Scroll_Speed = -int_Speed / 90.0f;
            int_Btm_Scroll_Speed = -int_Speed / 60.0f;

            break;

        case Ability_Type.add_critical_damege:
            int_Critical_Damege = 5 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_damege);

            break;

        case Ability_Type.add_critical_percent:
            int_Critical_Percent = 1 + Skill_s.Get_Skill_Val(Ability_Type.add_critical_percent);

            break;

        case Ability_Type.add_level:
            int_Lv = BackEndDataManager.instance.Character_Data.int_character_Lv + (int)Skill_s.Get_Skill_Val(Ability_Type.add_level);

            float skill_atk = Use_skill_0 ? Skill_s.Get_Skill_Val(Ability_Type.skill_atk) : 0;


            int_Base_Atk = 100 + (100 / 20) * (int_Lv - 1);
            BigInteger int_Upgrade = (int_Base_Atk * BackEndDataManager.instance.Character_Data.Int_Upgrade_Lv * 5) / 100;
            int_Total_Atk = int_Base_Atk + int_Upgrade + (int)Skill_s.Get_Skill_Val(Ability_Type.add_atk) + (int_Base_Atk * (int)skill_atk) / 100;

            int_Hp = 2000 + (2000 / 20) * ((BigInteger)int_Lv - 1);
            UiManager.instance.Set_Character_Lv();
            UiManager.instance.Set_Buy_Lv();
            break;

        case Ability_Type.add_atk:

            skill_atk = Use_skill_0 ? Skill_s.Get_Skill_Val(Ability_Type.skill_atk) : 0;


            int_Base_Atk  = 100 + (100 / 20) * (int_Lv - 1);
            int_Upgrade   = (int_Base_Atk * BackEndDataManager.instance.Character_Data.Int_Upgrade_Lv * 5) / 100;
            int_Total_Atk = int_Base_Atk + int_Upgrade + (int)Skill_s.Get_Skill_Val(Ability_Type.add_atk) + (int_Base_Atk * (int)skill_atk) / 100;

            break;

        default:
            break;
        }

        UiManager.instance.Set_Character_Stat();
    }