Beispiel #1
0
 public void UpdateData(WeaponLVData lvData)
 {
     weaponLVData = lvData;
     weaponData.Init(weaponLVData.LV);
     updateDesc();
 }
Beispiel #2
0
        /// <summary>
        /// 将索引映射成实体类
        /// </summary>
        public void MakeJsonToModel()
        {
            Books.Clear();
            //防止没有秘籍,设置一本默认秘籍
            if (ResourceBookDataIds.Count == 0)
            {
                ResourceBookDataIds.Add("10000");
            }
            DrugResistance       = 0;
            DisarmResistance     = 0;
            VertigoResistance    = 0;
            CanNotMoveResistance = 0;
            SlowResistance       = 0;
            ChaosResistance      = 0;
            BookData book;

            for (int i = 0; i < ResourceBookDataIds.Count; i++)
            {
                book = JsonManager.GetInstance().GetMapping <BookData>("Books", ResourceBookDataIds[i]);
                book.MakeJsonToModel();
                DrugResistance       += book.DrugResistance;
                DisarmResistance     += book.DisarmResistance;
                VertigoResistance    += book.VertigoResistance;
                CanNotMoveResistance += book.CanNotMoveResistance;
                SlowResistance       += book.SlowResistance;
                ChaosResistance      += book.ChaosResistance;
                Books.Add(book);
            }
            //将秘籍放在前面
//            Books.Sort((a, b) => { return a.IsMindBook && !b.IsMindBook ? 1 : 0; });
            if (ResourceWeaponDataId != "")
            {
                Weapon = JsonManager.GetInstance().GetMapping <WeaponData>("Weapons", ResourceWeaponDataId);
                Weapon.Init(CurrentWeaponLV);
            }
            else
            {
                Weapon = null;
            }
            //处理伤势对全属性的影响
            switch (Injury)
            {
            case InjuryType.None:
            default:
                injuryRate = 1;
                break;

            case InjuryType.White:
                injuryRate = 0.9f;
                break;

            case InjuryType.Yellow:
                injuryRate = 0.8f;
                break;

            case InjuryType.Purple:
                injuryRate = 0.6f;
                break;

            case InjuryType.Red:
                injuryRate = 0.2f;
                break;

            case InjuryType.Moribund:
                injuryRate = 0.1f;
                break;
            }
            //饥饿判定 全能力下降20%
            if (IsHungry)
            {
                injuryRate = Mathf.Clamp(injuryRate - 0.2f, 0.1f, 1);
            }
            InitAttribute();
        }