Example #1
0
    public StatInfo AddStats(eEquipType type, eAttackType attack_type, int equip_grade, int enchant, StatInfo stat_info)
    {
        EquipStat stat = null;

        switch (type)
        {
        case eEquipType.weapon:
            stat = StatInfo.Weapons.Find(e => e.Grade == equip_grade && e.Enchant == enchant);
            if (stat == null)
            {
                throw new System.Exception(string.Format("Can't Find Weapon Stat Info : grade({0}), enchant({1})", equip_grade, enchant));
            }
            stat_info.AddValue(eStatType.PhysicAttack, stat.Value);
            stat_info.AddValue(eStatType.MagicAttack, stat.Value);
            stat_info.AddValue(eStatType.Heal, stat.Value);
            break;

        case eEquipType.armor:
            stat = StatInfo.Armors.Find(e => e.Grade == equip_grade && e.Enchant == enchant);
            if (stat == null)
            {
                throw new System.Exception(string.Format("Can't Find Armor Stat Info : grade({0}), enchant({1})", equip_grade, enchant));
            }
            switch (attack_type)
            {
            case eAttackType.physic:
                stat_info.AddValue(eStatType.PhysicDefense, stat.Value);
                stat_info.AddValue(eStatType.MagicDefense, (int)(stat.Value * stat.DefenseRate));
                break;

            case eAttackType.magic:
                stat_info.AddValue(eStatType.MagicDefense, stat.Value);
                stat_info.AddValue(eStatType.PhysicDefense, (int)(stat.Value * stat.DefenseRate));
                break;

            case eAttackType.heal:
                stat_info.AddValue(eStatType.PhysicDefense, (int)(stat.Value * stat.DefenseRate));
                stat_info.AddValue(eStatType.MagicDefense, (int)(stat.Value * stat.DefenseRate));
                break;
            }
            break;
        }

        return(stat_info);
    }
Example #2
0
    public void CalculateStat(List <Buff> buffs)
    {
        Stat = new StatInfo();
        foreach (eStatType type in Enum.GetValues(typeof(eStatType)))
        {
            if ((int)type >= 100)
            {
                continue;
            }

            int value = Base.GetValue(type);
            Stat.SetValue(type, value);
        }

        if (buffs != null)
        {
            foreach (Buff buff in buffs)
            {
                if (buff.IsFinish == true)
                {
                    continue;
                }

                switch (buff.ActionInfo.actionType)
                {
                case eActionType.buff:
                case eActionType.debuff:
                {
                    int buff_value = buff.Value;
                    switch (buff.ActionInfo.statType)
                    {
                    case eStatType.Attack:
                    {
                        Stat.AddValue(eStatType.PhysicAttack, buff_value);
                        Stat.AddValue(eStatType.MagicAttack, buff_value);
                        Stat.AddValue(eStatType.Heal, buff_value);
                    }
                    break;

                    case eStatType.Defense:
                    {
                        Stat.AddValue(eStatType.PhysicDefense, buff_value);
                        Stat.AddValue(eStatType.MagicDefense, buff_value);
                    }
                    break;

                    default:
                        Stat.AddValue(buff.ActionInfo.statType, buff_value);
                        break;
                    }
                }
                break;

                case eActionType.buff_percent:
                case eActionType.debuff_percent:
                {
                    long buff_value = buff.ActionInfo.actionType == eActionType.buff_percent ? buff.Value : -buff.Value;
                    switch (buff.ActionInfo.statType)
                    {
                    case eStatType.Attack:
                    {
                        Stat.AddValue(eStatType.PhysicAttack, (int)(Base.GetValue(eStatType.PhysicAttack) * buff_value / 10000));
                        Stat.AddValue(eStatType.MagicAttack, (int)(Base.GetValue(eStatType.MagicAttack) * buff_value / 10000));
                        Stat.AddValue(eStatType.Heal, (int)(Base.GetValue(eStatType.Heal) * buff_value / 10000));
                    }
                    break;

                    case eStatType.Defense:
                    {
                        Stat.AddValue(eStatType.PhysicDefense, (int)(Base.GetValue(eStatType.PhysicAttack) * buff_value / 10000));
                        Stat.AddValue(eStatType.MagicDefense, (int)(Base.GetValue(eStatType.MagicDefense) * buff_value / 10000));
                    }
                    break;

                    default:
//                                     if (StatInfo.IsPercentValue(buff.ActionInfo.statType) == true)
//                                         Stat.AddValue(buff.ActionInfo.statType, buff_value);
//                                     else
                        Stat.AddValue(buff.ActionInfo.statType, (int)(Base.GetValue(buff.ActionInfo.statType) * buff_value / 10000));
                        break;
                    }
                }
                break;
                }
            }
        }
    }
Example #3
0
    public void AddStats(StatInfo info, StatInfo base_stat, eAttackType attack_type, float grade_percent, short level)
    {
        foreach (var action in Actions)
        {
            switch (action.actionType)
            {
            case eActionType.passive:
                switch (action.statType)
                {
                case eStatType.Defense:
                    info.AddValue(eStatType.PhysicDefense, action.GetValue(grade_percent, level));
                    info.AddValue(eStatType.MagicDefense, action.GetValue(grade_percent, level));
                    break;

                case eStatType.Attack:
                    switch (attack_type)
                    {
                    case eAttackType.heal:
                        info.AddValue(eStatType.Heal, action.GetValue(grade_percent, level));
                        break;

                    case eAttackType.physic:
                        info.AddValue(eStatType.PhysicAttack, action.GetValue(grade_percent, level));
                        break;

                    case eAttackType.magic:
                        info.AddValue(eStatType.MagicAttack, action.GetValue(grade_percent, level));
                        break;
                    }
                    break;

                default:
//                             if (StatInfo.IsPercentValue(action.statType))
//                                 info.AddValue(action.statType, action.GetValue(1f, level));
//                             else
                    info.AddValue(action.statType, action.GetValue(grade_percent, level));
                    break;
                }
                break;

            case eActionType.passive_percent:
                switch (action.statType)
                {
                case eStatType.Defense:
                    info.AddValue(eStatType.PhysicDefense, base_stat.GetValue(eStatType.PhysicDefense) * action.GetValue(1f, level) / 10000);
                    info.AddValue(eStatType.MagicDefense, base_stat.GetValue(eStatType.MagicDefense) * action.GetValue(1f, level) / 10000);
                    break;

                case eStatType.Attack:
                    switch (attack_type)
                    {
                    case eAttackType.heal:
                        info.AddValue(eStatType.Heal, base_stat.GetValue(eStatType.Heal) * action.GetValue(1f, level) / 10000);
                        break;

                    case eAttackType.physic:
                        info.AddValue(eStatType.PhysicAttack, base_stat.GetValue(eStatType.PhysicAttack) * action.GetValue(1f, level) / 10000);
                        break;

                    case eAttackType.magic:
                        info.AddValue(eStatType.MagicAttack, base_stat.GetValue(eStatType.MagicAttack) * action.GetValue(1f, level) / 10000);
                        break;
                    }
                    break;

                default:
                    if (StatInfo.IsPercentValue(action.statType))
                    {
                        info.AddValue(action.statType, action.GetValue(1f, level));
                    }
                    else
                    {
                        info.AddValue(action.statType, base_stat.GetValue(action.statType) * action.GetValue(1f, level) / 10000);
                    }
                    break;
                }
                break;
            }
        }
    }