/// <summary> /// 减少一定数量的钻石 /// </summary> /// <param name="number"></param> /// <returns>钻石是否足够</returns> public bool SubDiamond(int number) { if (number > 0) { return(Mod_PlayerExtendedDataProxy.GetInstance().SubDiamond(number)); } return(false); }
// Use this for initialization void Start() { Mod_PlayerKernelDataProxy playerKernelDataObj = new Mod_PlayerKernelDataProxy(100, 100, 10, 5, 50, 100, 100, 0, 0, 0); Mod_PlayerExtendedDataProxy playerExtendedDataObj = new Mod_PlayerExtendedDataProxy(0, 0, 1, 0, 0); //显示初始值 Mod_PlayerKernelDataProxy.GetInstance().DisplayAllOriginalValues(); //调用显示所有初始数据方法 Mod_PlayerExtendedDataProxy.GetInstance().DisplayAllOriginalValues(); //调用显示所有初始数据方法 }
/// <summary> /// 有延迟的开始方法,必须要靠后执行 /// </summary> /// <returns></returns> public IEnumerator Start() { yield return(new WaitForSeconds(GlobalParameter.WAIT_FOR_SECONDS_ON_START)); //显示初始值 Mod_PlayerKernelDataProxy.GetInstance().DisplayAllOriginalValues(); //调用显示所有初始数据方法 Mod_PlayerExtendedDataProxy.GetInstance().DisplayAllOriginalValues(); //调用显示所有初始数据方法 //玩家的姓名处理 if (string.IsNullOrEmpty(GlobalParaMgr.PlayerName)) { Txt_PlayerName.text = GlobalParaMgr.PlayerName; Txt_PlayerNameByDetail.text = GlobalParaMgr.PlayerName; } }
private void Start() { //另一种方式:使用XML解析的时候在加载场景时(或者游戏开始时) //进行一次性初始化 //初始化模型层数据 Mod_PlayerKernelDataProxy playerKernelDataObj = new Mod_PlayerKernelDataProxy(PlayerCurHp, PlayerCurMP, PlayerATK, PlayerDEF, PlayerDEX, PlayerMaxHP, PlayerMaxMP, PlayerATKByItem, PlayerDEFByItem, PlayerDEXByItem); Mod_PlayerExtendedDataProxy playerExtendedDataObj = new Mod_PlayerExtendedDataProxy(PlayerEXP, PlayerKillNum, PlayerLevel, PlayerGold, PlayerDiamond); //***这个写法有待改进*** Mod_PlayerPackageDataProxy playerPackageData = new Mod_PlayerPackageDataProxy(IntWeapon_1_Count, IntShield_1_Count, IntBoot_1_Count, IntHPPotion_1_Count, IntMPPotion_1_Count); //开始MP恢复协程 StartCoroutine("RecoverMP"); }
/// <summary> /// 公共方法:存储游戏进度 /// </summary> /// <returns>是否保存成功</returns> public bool SaveGameProcess() { //得到各种数据 //###这里为何要用代理类? _PlayerKernelDataProxy = Mod_PlayerKernelDataProxy.GetInstance(); _PlayerExtendedDataProxy = Mod_PlayerExtendedDataProxy.GetInstance(); //_PlayerPackageDataProxy = Mod_PlayerPackageDataProxy.GetInstance(); //存储游戏的全局参数 SaveToXML_GlobalParameterData(); //存储玩家的核心数据 SaveToXML_GlobalParameterData(); //存储玩家的扩展数据 SaveToXML_PlayerExtendedData(); //存储玩家的背包数据 SaveToXML_PlayerPackageData(); return(false); }
/// <summary> /// 得到当前的钻石数量 /// </summary> /// <returns></returns> public int GetDiamond() { return(Mod_PlayerExtendedDataProxy.GetInstance().GetDiamond()); }
/// <summary> /// 得到当前等级 /// </summary> public int GetLevel() { return(Mod_PlayerExtendedDataProxy.GetInstance().GetLevel()); }
/// <summary> /// 提升当前等级 /// </summary> public void AddLevel() { Mod_PlayerExtendedDataProxy.GetInstance().AddLevel(); }
/// <summary> /// 得到杀敌数量 /// </summary> /// <returns></returns> public int GetKillNum() { return(Mod_PlayerExtendedDataProxy.GetInstance().GetKillNum()); }
/// <summary> /// 增加杀敌数量 /// </summary> public void AddKillNum() { Mod_PlayerExtendedDataProxy.GetInstance().AddKillNum(); }
public void AddEXP() { Mod_PlayerExtendedDataProxy.GetInstance().AddEXP(30); }