public void UnEquip(AttributeSys sys1, GameValuesSys sys2) { foreach (var v in Equips) { v.UnEquip(sys1, sys2); } }
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; } }
public void Equip(AttributeSys attributeSys, GameValuesSys valuesSys) { attributeSys.AddAgile(value); }
public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys) { attributeSys.AddStrength(-value); }
public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys) { valuesSys.magicLimit -= value; }
public void Equip(AttributeSys attributeSys, GameValuesSys valuesSys) { valuesSys.healthLimit += value; }
public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys) { valuesSys.attackValue -= value; }
public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys) { attributeSys.AddLucky(-value); }
public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys) { attributeSys.AddPhysique(-value); }
public void UnEquip(AttributeSys attributeSys, GameValuesSys valuesSys) { attributeSys.AddIntelligence(-value); }
public void Equip(AttributeSys attributeSys, GameValuesSys valuesSys) { valuesSys.AttackValue += value; }
public void Equip(AttributeSys attributeSys, GameValuesSys valuesSys) { valuesSys.MagicLimit += value; }