public void WriteXml(System.Xml.XmlWriter writer) { writer.WriteAttributeString("CurHp", CurHP.ToString()); writer.WriteAttributeString("MaxHp", HP.ToString()); writer.WriteAttributeString("Sword", Sword.ToString()); writer.WriteAttributeString("Item", CurItem.ToString()); writer.WriteAttributeString("Face", curFacing.ToString()); writer.WriteAttributeString("Location", location.X.ToString() + "," + location.Y.ToString()); }
public void ResetData() { IsReady = false; IsAbleAttack = false; IsAttacking = false; SummonPhase = 0; CurHP = Health = (Health + Health * 0.05f * GameManager.Inst().StgManager.BossDeathCounts[GameManager.Inst().StgManager.Stage - 1]); GameManager.Inst().UiManager.MainUI.BossHPBar.fillAmount = CurHP / Health; GameManager.Inst().UiManager.MainUI.BossHPBarText.text = CurHP.ToString() + "/" + Health.ToString(); }
/// <summary> /// 获取属性值 /// </summary> public bool GetAttrStruct(ref AttrStruct attr, eSkillAttrIndex idx) { if (idx <= eSkillAttrIndex.None || idx >= eSkillAttrIndex.MAX) { return(false); } attr.attrIdx = (byte)idx; switch (idx) { case eSkillAttrIndex.Level: attr.attrValue = mRoleLevel.ToString(); break; case eSkillAttrIndex.HP: attr.attrValue = CurHP.ToString(); break; case eSkillAttrIndex.MaxHP: case eSkillAttrIndex.MaxHPRate: attr.attrValue = FinalRoleValue.MaxHP.ToString(); break; case eSkillAttrIndex.MP: attr.attrValue = CurMP.ToString(); break; case eSkillAttrIndex.MaxMP: attr.attrValue = FinalRoleValue.MaxMP.ToString(); break; case eSkillAttrIndex.MoveSpeed: attr.attrValue = FinalRoleValue.Speed.ToString(); break; default: return(false); } return(true); }