public CharacterAttr(IAttrStrategy _attrStrategy, CharacterBaseAttr _baseAttr, int _lv = 1, float _critRate = 0)
 {
     AttrStrategy = _attrStrategy;
     BaseAttr     = _baseAttr;
     Lv           = _lv;
     CritRate     = _critRate;
     DmgDescValue = AttrStrategy.GetDmgDescValue(Lv);
 }
Example #2
0
 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);
    }
Example #7
0
    //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);
    }
Example #8
0
    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
    }
Example #9
0
 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);
 }
Example #10
0
    //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;
    }
Example #11
0
    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;
    }
Example #12
0
 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;
        }
Example #14
0
 public EnemyAttr(IAttrStrategy strategy, int lv, CharacterBaseAttr baseAttr) : base(strategy, lv, baseAttr)
 {
 }
Example #15
0
 // 设定数值的计算策略
 public void SetAttStrategy(IAttrStrategy theAttrStrategy)
 {
     m_AttrStrategy = theAttrStrategy;
 }
Example #16
0
 public SelectCharacterAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr)
 {
 }
Example #17
0
 public void setAttrStragegy(IAttrStrategy attrStrategy)
 {
     m_attrStrategy = attrStrategy;
 }
Example #18
0
 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)
 {
 }
Example #21
0
 public NpcAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr)
 {
 }
Example #22
0
 public EliteMonsterAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr)
 {
 }
Example #23
0
 public HugeFireMonsterAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr)
 {
 }
Example #24
0
 public EnemyAttribute(IAttrStrategy strategy, int level, CharacterBaseAttr baseAttr) : base(strategy, level, baseAttr)
 {
 }
Example #25
0
 public EnemyAttr(IAttrStrategy _attrStrategy, CharacterBaseAttr _baseAttr, int _lv, float _critRate)
     : base(_attrStrategy, _baseAttr, _lv, _critRate)
 {
 }
Example #26
0
 public CitizenAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr)
 {
 }
Example #27
0
 //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)
 {
 }
Example #28
0
 public HelicopterAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr)
 {
 }
Example #29
0
 public BullDemonKingAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr) : base(strategy, baseAttr)
 {
 }
Example #30
0
 public ICharacterAttr(IAttrStrategy strategy, CharacterBaseAttr baseAttr)
 {
     mStrategy  = strategy;
     mBaseAttr  = baseAttr;
     mCurrentHP = baseAttr.maxHP;/* + mStrategy.GetExtraHPValue()*/
 }