Example #1
0
 public void UnEquip(AttributeSys sys1, GameValuesSys sys2)
 {
     foreach (var v in Equips)
     {
         v.UnEquip(sys1, sys2);
     }
 }
Example #2
0
    void Awake()
    {
        valuesSys = GetComponent <GameValuesSys>();
        attrSys   = GetComponent <AttributeSys>();

        valuesSys.HpChanged.AddListener(delegate(float value) { HpChanged(value); });
        valuesSys.MpChanged.AddListener(delegate(float value) { MpChanged(value); });

        //初始化字典
        foreach (EquipmentType v in Enum.GetValues(typeof(EquipmentType)))
        {
            equips[v] = null;
        }
    }
Example #3
0
 public void Equip(AttributeSys attributeSys, GameValuesSys valuesSys)
 {
     attributeSys.AddAgile(value);
 }
Example #4
0
 public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys)
 {
     attributeSys.AddStrength(-value);
 }
Example #5
0
 public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys)
 {
     valuesSys.magicLimit -= value;
 }
Example #6
0
 public void Equip(AttributeSys attributeSys, GameValuesSys valuesSys)
 {
     valuesSys.healthLimit += value;
 }
Example #7
0
 public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys)
 {
     valuesSys.attackValue -= value;
 }
Example #8
0
 public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys)
 {
     attributeSys.AddLucky(-value);
 }
Example #9
0
 public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys)
 {
     attributeSys.AddPhysique(-value);
 }
Example #10
0
 public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys)
 {
     attributeSys.AddIntelligence(-value);
 }
Example #11
0
 public void Equip(AttributeSys attributeSys, GameValuesSys valuesSys)
 {
     valuesSys.AttackValue += value;
 }
Example #12
0
 public void Equip(AttributeSys attributeSys, GameValuesSys valuesSys)
 {
     valuesSys.MagicLimit += value;
 }