void AddAtk() { if (magicCore.skillPoint > 2) { magicCore.setMaxATK(magicCore.getMaxATK() + 1); magicCore.skillPoint -= 3; } }
/// <summary> /// 修复所有节点并恢复至maxMP,将ATK恢复至MaxATK,,所有节点maxMP + 1,该技能使用一次后将被移除 /// </summary> /// <param name="m"></param> void OverFuture(ref Magic m) { magicCore.setATK(magicCore.getMaxATK()); foreach (Point p in magicCore.getPoint()) { p.isBroken = false; p.isProtected = false; if (p.MaxMagic > 0) { ++p.MaxMagic; } p.magic = p.MaxMagic; } magicCore.removeSkill(SkillName.超越未来); }
} //炽热宝石,可用 public void Pocketwatches() { //if (magiccore.getPoint(m.pEnd) != magiccore.getPoint(m.pStart)) //{ //doingbuff.count += 1; //} doingbuff.count = magiccore.getUsedPCount(); Debug.Log(doingbuff.count); if (doingbuff.count <= doingbuff.maxCount) { magiccore.setATK(magiccore.getMaxATK() + 2); doingbuff.maxCount = magiccore.getUsedPCount() + 5; } else { doingbuff.maxCount = magiccore.getUsedPCount() + 5; } } //旅人的怀表,可用
// Update is called once per frame void Update() { if (mc == null) { mc = MagicCore.Instance; } if (Hp != null) { Hp.text = mc.getHP().ToString(); } if (Attack != null) { Attack.text = mc.getMaxATK().ToString(); } if (Defend != null) { Defend.text = mc.getMaxDEF().ToString(); } }
public void ChoseTwo() { //TODO //增加攻击的接口 MC.setMaxATK(MC.getMaxATK() + 1); }