public const int Enemy_Min_Attack = 1;  //敌人最低攻击力

        public PlayerKernalDataProxy(float hp, float mp, float atk, float def, float dex, float crit, float maxHp, float maxMp, float maxAtk, float maxDex, float maxDef, float maxcrit, float atkByPro, float defByPro, float dexByPro, float critByProp) : base(hp, mp, atk, def, dex, crit, maxHp, maxMp, maxAtk, maxDef, maxDex, maxcrit, atkByPro, defByPro, dexByPro, critByProp)
        {
            if (_instance == null)
            {
                _instance = this;
            }
        }
Example #2
0
        /// <summary>
        /// 具体的升级规则
        /// </summary>
        /// <param name="maxhp">最大生命值增量</param>
        /// <param name="maxmp">最大魔法值增量</param>
        /// <param name="maxATK">最大攻击力增量</param>
        /// <param name="maxDEF">最大防御力增量</param>
        /// <param name="maxDEX">最大敏捷度增量</param>
        public void UpgradeRuleOperation(float maxhp, float maxmp, float maxATK, float maxDEF, float maxDEX)
        {
            //处理核心最大数值增加
            PlayerKernalDataProxy.GetInstance().IncreaseMaxHealth(maxhp);
            PlayerKernalDataProxy.GetInstance().IncreaseMaxMagic(maxmp);
            PlayerKernalDataProxy.GetInstance().IncreaseMaxATK(maxATK);
            PlayerKernalDataProxy.GetInstance().IncreaseMaxDEF(maxDEF);
            PlayerKernalDataProxy.GetInstance().IncreaseMaxDEX(maxDEX);

            //hp mp加满为最大数值
            PlayerKernalDataProxy.GetInstance().IncreaseHealthValues(PlayerKernalDataProxy.GetInstance().GetMaxHealth());
            PlayerKernalDataProxy.GetInstance().IncreaseMagicValues(PlayerKernalDataProxy.GetInstance().GetMaxMagic());
        }
Example #3
0
        public const int ENEMY_MIN_ATK = 1;//敌人最低攻击力

        public PlayerKernalDataProxy(float health, float magic, float ATK, float DEF, float DEX,
                                     float maxHealth, float maxMagic, float maxATK, float maxDEF, float maxDEX,
                                     float ATKByProp, float DEFByProp, float DEXByProp)
            : base(health, magic, ATK, DEF, DEX, maxHealth, maxMagic, maxATK, maxDEF, maxDEX, ATKByProp, DEFByProp, DEXByProp)
        {
            if (_Instance == null)
            {
                _Instance = this;
            }
            else
            {
                Debug.LogError(GetType() + "/PlayerKernalDataProxy()/不允许构造函数重复实例化,请检查");
            }
        }
Example #4
0
        }  //UpgradeOperation  end

        //具体的升级规则的操作
        private void UpgradeRuleOperation(float hp, float mp, float ATK, float DED, float DEX, float Crit)
        {
            //所有的核心数值增加
            PlayerKernalDataProxy.GetInstance().IncreaseMaxHealth(hp);
            PlayerKernalDataProxy.GetInstance().IncreaseMaxMagic(mp);
            PlayerKernalDataProxy.GetInstance().IncreaseMaxATK(ATK);
            PlayerKernalDataProxy.GetInstance().IncreaseMaxDefence(DED);
            PlayerKernalDataProxy.GetInstance().IncreaseMaxDexterity(DEX);
            PlayerKernalDataProxy.GetInstance().IncreaseMaxCritChance(Crit);

            //对应的“生命数值”和“魔法数值”核心数值,加满最大数值  加大的值为本身当前最大的值

            PlayerKernalDataProxy.GetInstance().IncreaseHealthValues(PlayerKernalDataProxy.GetInstance().GetMaxHealth());

            PlayerKernalDataProxy.GetInstance().IncreaseMagicValues(PlayerKernalDataProxy.GetInstance().GetMaxMagic());
        }