public static long GetAsLong(this NumericComponent self, int numericType) { if (self.IsFloat(numericType)) { return(self.GetByKey(numericType) / 10000); } else { return(self.GetByKey(numericType)); } }
public static int GetAsInt(this NumericComponent self, int numericType) { if (self.IsFloat(numericType)) { return((int)self.GetByKey(numericType) / 10000); } else { return((int)self.GetByKey(numericType)); } }
public static void Update(this NumericComponent self, int numericType, bool isPublicEvent) { int final = (int)numericType / 10; int bas = final * 10 + 1; int add = final * 10 + 2; int pct = final * 10 + 3; int finalAdd = final * 10 + 4; int finalPct = final * 10 + 5; // 一个数值可能会多种情况影响,比如速度,加个buff可能增加速度绝对值100,也有些buff增加10%速度,所以一个值可以由5个值进行控制其最终结果 // final = (((base + add) * (100 + pct) / 100) + finalAdd) * (100 + finalPct) / 100; long result = (long)(((self.GetByKey(bas) + self.GetByKey(add)) * (100 + self.GetAsFloat(pct)) / 100f + self.GetByKey(finalAdd)) * (100 + self.GetAsFloat(finalPct)) / 100f); self.Insert(final, result, isPublicEvent); }
public static void Insert(this NumericComponent self, int numericType, long value, bool isPublicEvent = true) { long oldValue = self.GetByKey(numericType); if (oldValue == value) { return; } self.NumericDic[numericType] = value; if (numericType >= NumericType.Max) { self.Update(numericType, isPublicEvent); return; } if (isPublicEvent) { Game.EventSystem.Publish(self.DomainScene(), new EventType.NumbericChange() { Unit = self.GetParent <Unit>(), New = value, Old = oldValue, NumericType = numericType }); } }
public static void Insert(this NumericComponent self, int numericType, long value, bool isPublicEvent = true) { long oldValue = self.GetByKey(numericType); if (oldValue == value) { return; } self.NumericDic[numericType] = value; if (numericType >= NumericType.Max) { self.Update(numericType, isPublicEvent); return; } if (isPublicEvent) { EventType.NumbericChange args = EventType.NumbericChange.Instance; args.Parent = self.Parent; args.NumericType = numericType; args.Old = oldValue; args.New = value; Game.EventSystem.PublishClass(args); } }
public static float GetAsFloat(this NumericComponent self, int numericType) { return((float)self.GetByKey(numericType) / 10000); }
public static long GetAsLong(this NumericComponent self, int numericType) { return(self.GetByKey(numericType)); }
public static int GetAsInt(this NumericComponent self, int numericType) { return((int)self.GetByKey(numericType)); }