/// <summary> /// add max magic of player /// </summary> /// <param name="increaseHealth">Incremental health value</param> public void IncreaseMaxMagic(float increaseMagic) { if (increaseMagic > 0) { PlayerSaveDataProxy.GetInstance().IncreaseMaxMagic(increaseMagic); } }
/// <summary> /// add health when player eat health potions /// </summary> /// <param name="healthValue"></param> public void IncreaseHealthValues(float healthValue) { if (healthValue > 0) { PlayerSaveDataProxy.GetInstance().IncreaseHealthValues(healthValue); } }
/// <summary> /// add max dexterity of player /// </summary> /// <param name="increaseHealth">Incremental dexterity value</param> public void IncreaseMaxDEX(float increaseDEX) { if (increaseDEX > 0) { PlayerSaveDataProxy.GetInstance().IncreaseMaxDEX(increaseDEX); } }
/// <summary> /// add magic when player eat magic potions /// </summary> /// <param name="MagicValue">add magic value</param> public void IncreaseMagicValues(float magicValue) { if (magicValue > 0) { PlayerSaveDataProxy.GetInstance().IncreaseMagicValues(magicValue); } }
/// <summary> /// add max attack damage of player /// </summary> /// <param name="increaseHealth">Incremental attack damage value</param> public void IncreaseMaxATK(float increaseATK) { if (increaseATK > 0) { PlayerSaveDataProxy.GetInstance().IncreaseMaxATK(increaseATK); } }
/// <summary> /// add max health of player /// </summary> /// <param name="increaseHealth">Incremental health value</param> public void IncreaseMaxHealth(float increaseHealth) { if (increaseHealth > 0) { PlayerSaveDataProxy.GetInstance().IncreaseMaxHealth(increaseHealth); } }
/// <summary> /// decrease magic with attack be enemy /// function: magic = magic -(magic cost) /// </summary> /// <param name="MagicValue">magic cost</param> public void DecreaseMagicValues(float MagicValue) { if (MagicValue > 0) { PlayerSaveDataProxy.GetInstance().DecreaseMagicValues(MagicValue); } }
/// <summary> /// decrease healths with attack be enemy /// function: _health = _health -(enemy damage - player defense -player weapon defense) /// </summary> /// <param name="enemyAttackValue">health cost</param> public void DecreaseHealthValues(float enemyAttackValue) { if (enemyAttackValue > 0) { PlayerSaveDataProxy.GetInstance().DecreaseHealthValues(enemyAttackValue); } }
private void Start() { //setup default value PlayerSaveDataProxy playerSaveDataProxy = new PlayerSaveDataProxy(playerCurrentHp, playerCurrentMp, playerCurrentATK, playerCurrentDEF, playerCurrentDEX, playerMaxHp, playerMaxMp, playerMaxATK, playerMaxDEF, playerMaxDEX, FloATKByProp, FloDEFByProp, FloDEXByProp); PlayerExtenalDataProxy playerExtenalDataProxy = new PlayerExtenalDataProxy(IntEXP, IntKillNum, IntLevel, IntGold, IntDiamond); //player inventory data set up PlayerInventoryDataProxy playerInventoryDataProxy = new PlayerInventoryDataProxy(IntHealthPotionNum, IntManaPotionNum, IntATKNum, IntDEFNum, IntDexNum); }
/// <summary> /// save game process /// </summary> /// <returns></returns> public bool SaveGameProcess() { _PlayerKernalDataProxy = PlayerSaveDataProxy.GetInstance(); _PlayerExtenalDataProxy = PlayerExtenalDataProxy.GetInstance(); _PlayerInventoryDataProxy = PlayerInventoryDataProxy.GetInstance(); //save game config StoreTOXML_GlobalParaData(); //save player core data StoreTOXML_KernalData(); //save player extenal data StoreTOXML_ExtenalData(); //save player inventory data StoreTOXML_InventoryData(); return(true); }
// Start is called before the first frame update IEnumerator Start() { // PlayerSaveDataProxy playerSaveDataProxy = new PlayerSaveDataProxy(100, 100, 10, // 5, 45, 100, 100, 10, 5, 50, 0, 0, 0); // // PlayerExtenalDataProxy playerExtenalDataProxy = new PlayerExtenalDataProxy(0, 0, 0, 0, 0); yield return(new WaitForSeconds(WAIT_FOR_SECONDS_ON_START)); //Show initial value PlayerSaveDataProxy.GetInstance().DisplayAllOriginalValues(); PlayerExtenalDataProxy.GetInstance().DisplayerAllOriginalValue(); //player name // if((GlobalParaMgr.PlayerName != null) && (!GlobalParaMgr.PlayerName.Trim().Equals(""))) if (!string.IsNullOrEmpty(GlobalParaMgr.PlayerName)) { TxtPlayerName.text = GlobalParaMgr.PlayerName; TxtPlayerNameByDetailPanel.text = GlobalParaMgr.PlayerName; } }
/// <summary> /// get max DEX of player /// </summary> /// <returns></returns> public float GetMaxDEX() { return(PlayerSaveDataProxy.GetInstance().GetMaxDEX()); }
/// <summary> /// function: _MoveSpeed = maxMoveSpeed /2 * (health /maxhealth ) - defence + [weapon dexterity] /// update player dexterity /// </summary> /// <param name="newDEXValues">new dexterity</param> public void UpdateDEXValues(float newDEXValues = 0) { PlayerSaveDataProxy.GetInstance().UpdateDEXValues(newDEXValues); }
/// <summary> /// get current attack damage /// </summary> /// <returns></returns> public float GetCurrentDEF() { return(PlayerSaveDataProxy.GetInstance().GetCurrentDEF()); }
public void IncreaseMagic() { PlayerSaveDataProxy.GetInstance().IncreaseMagicValues(40); }
public void IncreaseHP() { //use modle layer functions PlayerSaveDataProxy.GetInstance().IncreaseHealthValues(30); }
/// <summary> /// rewrite this function /// </summary> protected override void InvokeMethodByEndDrag() { print(GetType() + "/InvokeMethodByEndDrag()"); PlayerSaveDataProxy.GetInstance().IncreaseMaxDEF(FloADDPlayerMaxDEF); PlayerSaveDataProxy.GetInstance().UpdateDEFValues(); }
public void DecreaseMagic() { PlayerSaveDataProxy.GetInstance().DecreaseMagicValues(15); }
/// <summary> /// function: _AttackForce = MaxATK/2*(Health/MaxHealth)+[Weapon damage] /// update attack damage /// </summary> /// <param name="newWeaponValues">new weapon damage</param> public void UpdateATKValues(float newWeaponValues = 0) { PlayerSaveDataProxy.GetInstance().UpdateATKValues(newWeaponValues); }
public void DecreaseHP() { PlayerSaveDataProxy.GetInstance().DecreaseHealthValues(10); }