public CharacterAttr(IAttrStrategy _attrStrategy, CharacterBaseAttr _baseAttr, int _lv = 1, float _critRate = 0) { AttrStrategy = _attrStrategy; BaseAttr = _baseAttr; Lv = _lv; CritRate = _critRate; DmgDescValue = AttrStrategy.GetDmgDescValue(Lv); }
public ICharacterAttr(IAttrStrategy strategy, int lv, BaseAttr baseAttr) { mBaseAttr = baseAttr; mLv = lv; mStrategy = strategy; mDmgDescValue = mStrategy.getDmgDescValue(mLv); mCurHp = mBaseAttr.MaxHp + mStrategy.getAddMaxHPValue(mLv); }
public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr) { mLv = lv; mBaseAttr = baseAttr; mStrategy = strategy; mDmgDescValue = mStrategy.GetCritDmg(mLv); mCurrentHP = baseAttr.MaxHP + mStrategy.GetExtralHPValue(mLv); }
public ICharacterAttr(IAttrStrategy strategy, int lv, CharactorBaseAttr baseAttr) { mLv = lv; mBaseAttr = baseAttr; mAttrStrategy = strategy; mDmgDescValue = mAttrStrategy.GetDmgDescValue(mLv); mCurHp = mBaseAttr.MaxHp + mAttrStrategy.GetExtraHPValue(mLv); }
public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr) { mLv = lv; mBaseAttr = baseAttr; mAttrStrategy = strategy; mDmgDescValue = mAttrStrategy.GetDmgDescValue(mLv); mCurrentHp = baseAttr.maxHP + mAttrStrategy.GetExtraHP(mLv); }
public ICharacterAttribute(IAttrStrategy strategy, int level, CharacterBaseAttr baseAttr) { mBaseAttr = baseAttr; mLevel = level; mStrategy = strategy; mDmgDescValue = mStrategy.GetDmgDescValue(mLevel); mCurretHP = baseAttr.maxHP + mStrategy.GetExtraHPVaule(mLevel); }
//public int DmgDescValue { get { return m_DmgDescValue; } } //不使用方法返回是为了减少性能损耗 //public int DmgDescValue { get { return m_Strategy.GetDmgDescValue(m_LV); } } public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr) { m_Strategy = strategy; m_LV = lv; m_BaseAttr = baseAttr; m_DmgDescValue = m_Strategy.GetDmgDescValue(m_LV); m_CurrentHP = baseAttr.MaxHP + m_Strategy.GetExtraHPValue(m_LV); }
public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr) { mStrategy = strategy; mLv = lv; mCharacterBaseAttr = baseAttr; mDmgDesValue = mStrategy.GetDmgDescValue(mLv); //根据等级计算出抵御的伤害值 mCurrentHP = baseAttr.MaxHP + mStrategy.GetExtraHPValue(mLv); //根据等级计算额外血量,加最大血量得到当前角色血量 }
public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr) { mBaseAttr = baseAttr; mLv = lv; mStrategy = strategy; //下面的两个字段当角色被创建出来的时候就已经确定了,所以在构造方法里面直接进行初始化 mDmgDescValue = mStrategy.GetDmgDescValue(mLv); mCurrentHP = baseAttr.maxHP + mStrategy.GetExtraHPValue(mLv); }
//public ICharacterAttr(IAttrStrategy strategy,int lv, string name,int maxHP,float moveSpeed,string iconSprite,string prefabName) public ICharacterAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr) { mBaseAttr = baseAttr; mLv = lv; mStrategy = strategy; mDmgDescValue = mStrategy.GetDmgDescValue(mLv); mCurrentHP = mBaseAttr.maxHP + mStrategy.GetEXtraHPValue(mLv); //mName = name; //mMaxHP = maxHP; //mMoveSpeed = moveSpeed; //mIconSprite = iconSprite; //mPrefabName = prefabName; }
protected IAttrStrategy mStrategy; // 属性策略 public ICharacterAttr(IAttrStrategy attrStrategy, string name, string iconSprite, int maxHP, int maxMP, int atk, int atkRange, int physicalRes, int magicRes, float atkSpeed, float moveSpeed, int cd = 0, int lv = 1, int critRate = 0) { mStrategy = attrStrategy; mName = name; mIconSprite = iconSprite; mMaxHP = maxHP; mMaxMP = maxMP; mCurrentHP = mMaxHP; mCurrentMP = mMaxMP; mLv = lv; mCritRate = critRate; mCD = cd; mAttack = atk; mPhysicalResistance = physicalRes; mMagicResistance = magicRes; mAttackSpeed = atkSpeed; mMoveSpeed = moveSpeed; mAttackRange = atkRange; }
public SoldierAttr(IAttrStrategy attrStrategy, string name, string iconSprite, int maxHP, int maxMP, int atk, int atkRange, int physicalRes, int magicRes, float atkSpeed, float moveSpeed, int cd, int lv, int critRate = 0) : base(attrStrategy, name, iconSprite, maxHP, maxMP, atk, atkRange, physicalRes, magicRes, atkSpeed, moveSpeed, cd, lv, critRate) { }
private IAttrStrategy _attrStrategy = null; //属性的计算策略 #endregion //------------------------------------------------------------------------------ #region Public_Methods //设置计算策略 public void SetAttrStrategy(IAttrStrategy theAttrStrategy) { _attrStrategy = theAttrStrategy; }
public EnemyAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr) : base(strategy, lv, baseAttr) { }
// 设定数值的计算策略 public void SetAttStrategy(IAttrStrategy theAttrStrategy) { m_AttrStrategy = theAttrStrategy; }
public SelectCharacterAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr) { }
public void setAttrStragegy(IAttrStrategy attrStrategy) { m_attrStrategy = attrStrategy; }
public void SetAttrStrategy(IAttrStrategy _theAttrStrategy) { attrStrategy = _theAttrStrategy; }
// 設定數值的計算策略 public void SetAttStrategy(IAttrStrategy theAttrStrategy) { m_AttrStrategy = theAttrStrategy; }
public SoldierAttr(IAttrStrategy _attrStrategy, CharacterBaseAttr _baseAttr, int _lv) : base(_attrStrategy, _baseAttr, _lv) { }
public NpcAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr) { }
public EliteMonsterAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr) { }
public HugeFireMonsterAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr) { }
public EnemyAttribute(IAttrStrategy strategy, int level, CharacterBaseAttr baseAttr) : base(strategy, level, baseAttr) { }
public EnemyAttr(IAttrStrategy _attrStrategy, CharacterBaseAttr _baseAttr, int _lv, float _critRate) : base(_attrStrategy, _baseAttr, _lv, _critRate) { }
public CitizenAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr) { }
//public SoldierAttr(IAttrStrategy strategy, int lv, string name, int maxHP, float moveSpeed, string iconSprite, string prefabName) : base(strategy,lv, name, maxHP, moveSpeed, iconSprite, prefabName) //{ //} public SoldierAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr) : base(strategy, lv, baseAttr) { }
public HelicopterAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr) { }
public BullDemonKingAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr) { }
public ICharacterAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) { mStrategy = strategy; mBaseAttr = baseAttr; mCurrentHP = baseAttr.maxHP;/* + mStrategy.GetExtraHPValue()*/ }