/// <summary> /// 设置基本属性 /// </summary> /// <param name="BaseAttr"></param> public void SetBaseAttr(BaseAttr BaseAttr) { m_BaseAttr = BaseAttr; //设置最初属性的时候,当前血量为最大血量 //m_NowHP = BaseAttr.GetMaxHP(); }
public override void addCharacterAttr() { BaseAttr baseAttr = FactoryManager.AttrFactory.getBaseAttr(mType); ICharacterAttr attr = new ICharacterAttr(new SoldierAttrStrategy(), mLv, baseAttr); mCharacter.Attr = attr; }
public void SetSoldierAttr(BaseAttr BaseAttr) { base.SetBaseAttr(BaseAttr); m_SoldierLv = 1; m_AddMaxHP = 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 void SetSoldierAttr(BaseAttr baseAttr) { // 共享组件 base.SetBaseAttr(baseAttr); // 外部参数 m_SoldierLv = 1; m_AddMaxHP = 0; }
// 設定角色數值 public void SetSoldierAttr(BaseAttr BaseAttr) { // 共用元件 base.SetBaseAttr( BaseAttr ); // 外部參數 m_SoldierLv = 1; m_AddMaxHP = 0; }
// 設定角色數值 public void SetSoldierAttr(BaseAttr BaseAttr) { // 共用元件 base.SetBaseAttr(BaseAttr); // 外部參數 m_SoldierLv = 1; m_AddMaxHP = 0; }
/// <summary> /// 检测生命值。 /// </summary> private void CheckLife() { BaseAttr attr = PlayerData.Instance.BaseAttr; float rate = attr.CurHP * 1.0f / attr.MaxHP; m_IsNeedUseItem = rate < CoreEntry.gAutoAIMgr.Config.KeepLifePercent; if (m_IsNeedUseItem) { LogMgr.LogAI("Life rate is {0}. Need use potion!!!", rate); } }
public void SetCaracteristic(List <ICaracteristic> caracteristics) { Game currentGame = Game.GetaGame(GameName); foreach (var carac in caracteristics) { var heroBaseAttr = BaseAttr.FirstOrDefault(x => x.Name == carac.Name); if (heroBaseAttr != null) { heroBaseAttr.Value = carac.Value > heroBaseAttr.Max ? carac.Value : heroBaseAttr.Value; continue; } var heroSkill = Skills.FirstOrDefault(x => x.Name == carac.Name); if (heroSkill != null) { heroSkill.Value = carac.Value > heroSkill.Max ? carac.Value : heroSkill.Value; continue; } var heroStats = Stats.FirstOrDefault(x => x.Name == carac.Name); if (heroStats != null) { heroStats.Value = carac.Value > heroStats.Max ? carac.Value : heroStats.Value; continue; } var heroSpendPoint = SpendPoints.FirstOrDefault(x => x.Name == carac.Name); if (heroSpendPoint != null) { heroSpendPoint.Value = carac.Value > heroSpendPoint.Max ? carac.Value : heroSpendPoint.Value; continue; } } }
// 設定字尾 public void SetSuffixAttr(BaseAttr SuffixAttr) { m_SuffixAttr = SuffixAttr; }
protected BaseAttr m_SuffixAttr = null; // 字尾 // 設定字首 public void SetPrefixAttr(BaseAttr PrefixAttr) { m_PrefixAttr = PrefixAttr; }
public EnemyAttr(IAttrStrategy strategy, int lv, BaseAttr baseAttr) : base(strategy, lv, baseAttr) { }
protected int m_NowHP = 0; //当前血量 public void SetBaseAttr(BaseAttr baseAttr) { m_BaseAttr = baseAttr; }
// 設定基本屬性 public void SetBaseAttr( BaseAttr BaseAttr ) { m_BaseAttr = BaseAttr; }
// 设定字尾 public void SetSuffixAttr(BaseAttr SuffixAttr) { m_SuffixAttr = SuffixAttr; }
public SoldierAttr(IAttrStrategy strategy, int lv, BaseAttr baseAttr) : base(strategy, lv, baseAttr) { }
// 设定角色数值 public void SetSoldierAttr(BaseAttr BaseAttr) { // 共用元件 base.SetBaseAttr(BaseAttr); }
public void SetEnemyAttr(BaseAttr baseAttr) { base.SetBaseAttr(baseAttr); m_CritRate = 0; }
protected AdditionalAttr m_AdditionialAttr; // 代表額外加乘的數值 // 設定裝飾的目標 public void SetComponent(BaseAttr theComponent) { m_Component = theComponent; }
// 设定基本属性 public void SetBaseAttr(BaseAttr BaseAttr) { m_BaseAttr = BaseAttr; }
protected BaseAttr m_SuffixAttr = null; // 字尾 // 设定字首 public void SetPrefixAttr(BaseAttr PrefixAttr) { m_PrefixAttr = PrefixAttr; }
public void SetSoldierAttr(BaseAttr baseAttr) { base.SetBaseAttr(baseAttr); }
protected AdditionalAttr m_AdditionialAttr; // 代表額外加乘的數值 // 設定裝飾的目標 public void SetComponent(BaseAttr theComponent) { m_Component = theComponent; }