public void SetRelativeByConfig(AttributeConfig attr) { SetEnergyRecover(Operate_Type.OT_Relative, attr.GetEnergyRecover(EnergyRecover, 0)); SetEnergyMax(Operate_Type.OT_Relative, attr.GetEnergyMax(EnergyMax, 0)); SetMaxAd(Operate_Type.OT_Relative, attr.GetMaxAd(MaxAd, 0)); SetMinAd(Operate_Type.OT_Relative, attr.GetMinAd(MinAd, 0)); SetCritical(Operate_Type.OT_Relative, attr.GetCritical(Critical, 0)); SetCriticalFactor(Operate_Type.OT_Relative, attr.GetCriticalFactor(CriticalFactor, 0)); SetMetalFactor(Operate_Type.OT_Relative, attr.GetMetalFactor(MetalFactor, 0)); SetWoodFactor(Operate_Type.OT_Relative, attr.GetWoodFactor(WoodFactor, 0)); SetWaterFactor(Operate_Type.OT_Relative, attr.GetWaterFactor(WaterFactor, 0)); SetFireFactor(Operate_Type.OT_Relative, attr.GetFireFactor(FireFactor, 0)); SetEarthFactor(Operate_Type.OT_Relative, attr.GetEarthFactor(EarthFactor, 0)); SetFullDamageFactor(Operate_Type.OT_Relative, attr.GetFullDamageFactor(FullDamageFactor, 0)); SetHpMax(Operate_Type.OT_Relative, attr.GetHpMax(HpMax, 0)); SetArmor(Operate_Type.OT_Relative, attr.GetArmor(Armor, 0)); SetMiss(Operate_Type.OT_Relative, attr.GetMiss(Miss, 0)); SetMetalResist(Operate_Type.OT_Relative, attr.GetMetalResist(MetalResist, 0)); SetWoodResist(Operate_Type.OT_Relative, attr.GetWoodResist(WoodResist, 0)); SetWaterResist(Operate_Type.OT_Relative, attr.GetWaterResist(WaterResist, 0)); SetFireResist(Operate_Type.OT_Relative, attr.GetFireResist(FireResist, 0)); SetEarthResist(Operate_Type.OT_Relative, attr.GetEarthResist(EarthResist, 0)); SetAccuracyRecover(Operate_Type.OT_Relative, attr.GetAccuracyRecover(AccuracyRecover, 0)); SetDamageDerate(Operate_Type.OT_Relative, attr.GetDamageDerate(DamageDerate, 0)); SetMoveSpeed(Operate_Type.OT_Relative, attr.GetMoveSpeed(MoveSpeed, 0)); SetFullElementResist(Operate_Type.OT_Relative, attr.GetFullElementResist(FullElementResist, 0)); SetFullElementFactor(Operate_Type.OT_Relative, attr.GetFullElementFactor(FullElementFactor, 0)); SetHpFactor(Operate_Type.OT_Relative, attr.GetHpFactor(HpFactor, 0)); }
//------------------------------------------------------------------------ // 属性初始化接口 //------------------------------------------------------------------------ public void SetAbsoluteByConfig(AttributeConfig attr) { float aEnergyRecover = attr.GetEnergyRecover(0, 0); float aEnergyMax = attr.GetEnergyMax(0, 0); float aMaxAd = attr.GetMaxAd(0, 0); float aMinAd = attr.GetMinAd(0, 0); float aCritical = attr.GetCritical(0, 0); float aCriticalFactor = attr.GetCriticalFactor(0, 0); float aMetalFactor = attr.GetMetalFactor(0, 0); float aWoodFactor = attr.GetWoodFactor(0, 0); float aWaterFactor = attr.GetWaterFactor(0, 0); float aFireFactor = attr.GetFireFactor(0, 0); float aEarthFactor = attr.GetEarthFactor(0, 0); float aFullDamageFactor = attr.GetFullDamageFactor(0, 0); float aHpMax = attr.GetHpMax(0, 0); float aArmor = attr.GetArmor(0, 0); float aMiss = attr.GetMiss(0, 0); float aMetalResist = attr.GetMetalResist(0, 0); float aWoodResist = attr.GetWoodResist(0, 0); float aWaterResist = attr.GetWaterResist(0, 0); float aFireResist = attr.GetFireResist(0, 0); float aEarthResist = attr.GetEarthResist(0, 0); float aAccuracyRecover = attr.GetAccuracyRecover(0, 0); float aDamageDerate = attr.GetDamageDerate(0, 0); float aMoveSpeed = attr.GetMoveSpeed(0, 0); float aFullElementResist = attr.GetFullElementResist(0, 0); float aFullElementFactor = attr.GetFullElementFactor(0, 0); float aHpFactor = attr.GetHpFactor(0, 0); SetEnergyRecover(Operate_Type.OT_Absolute, aEnergyRecover); SetEnergyMax(Operate_Type.OT_Absolute, aEnergyMax); SetMaxAd(Operate_Type.OT_Absolute, aMaxAd); SetMinAd(Operate_Type.OT_Absolute, aMinAd); SetCritical(Operate_Type.OT_Absolute, aCritical); SetCriticalFactor(Operate_Type.OT_Absolute, aCriticalFactor); SetMetalFactor(Operate_Type.OT_Absolute, aMetalFactor); SetWoodFactor(Operate_Type.OT_Absolute, aWoodFactor); SetWaterFactor(Operate_Type.OT_Absolute, aWaterFactor); SetFireFactor(Operate_Type.OT_Absolute, aFireFactor); SetEarthFactor(Operate_Type.OT_Absolute, aEarthFactor); SetFullDamageFactor(Operate_Type.OT_Absolute, aFullDamageFactor); SetHpMax(Operate_Type.OT_Absolute, aHpMax); SetArmor(Operate_Type.OT_Absolute, aArmor); SetMiss(Operate_Type.OT_Absolute, aMiss); SetMetalResist(Operate_Type.OT_Absolute, aMetalResist); SetWoodResist(Operate_Type.OT_Absolute, aWoodResist); SetWaterResist(Operate_Type.OT_Absolute, aWaterResist); SetFireResist(Operate_Type.OT_Absolute, aFireResist); SetEarthResist(Operate_Type.OT_Absolute, aEarthResist); SetAccuracyRecover(Operate_Type.OT_Absolute, aAccuracyRecover); SetDamageDerate(Operate_Type.OT_Absolute, aDamageDerate); SetMoveSpeed(Operate_Type.OT_Absolute, aMoveSpeed); SetFullElementResist(Operate_Type.OT_Absolute, aFullElementResist); SetFullElementFactor(Operate_Type.OT_Absolute, aFullElementFactor); SetHpFactor(Operate_Type.OT_Absolute, aHpFactor); }
public void SetRelativeByConfig(AttributeConfig attr) { SetStrength(Operate_Type.OT_Relative, attr.GetStrength(Strength, 0)); SetStrengthRate(Operate_Type.OT_Relative, attr.GetStrengthRate(StrengthRate, 0)); SetIntelligence(Operate_Type.OT_Relative, attr.GetIntelligence(Intelligence, 0)); SetIntelligenceRate(Operate_Type.OT_Relative, attr.GetIntelligenceRate(IntelligenceRate, 0)); SetCharm(Operate_Type.OT_Relative, attr.GetCharm(Charm, 0)); SetCharmRate(Operate_Type.OT_Relative, attr.GetCharmRate(CharmRate, 0)); SetAction(Operate_Type.OT_Relative, attr.GetAction(Action, 0)); SetActionMax(Operate_Type.OT_Relative, attr.GetActionMax(ActionMax, 0)); SetGold(Operate_Type.OT_Relative, attr.GetGold(Gold, 0)); }
//------------------------------------------------------------------------ // 属性初始化接口 //------------------------------------------------------------------------ public void SetAbsoluteByConfig(AttributeConfig attr) { float aStrength = attr.GetStrength(0, 0); float aStrengthRate = attr.GetStrengthRate(0, 0); float aIntelligence = attr.GetIntelligence(0, 0); float aIntelligenceRate = attr.GetIntelligenceRate(0, 0); float aCharm = attr.GetCharm(0, 0); float aCharmRate = attr.GetCharmRate(0, 0); float aAction = attr.GetAction(0, 0); float aActionMax = attr.GetActionMax(0, 0); float aGold = attr.GetGold(0, 0); SetStrength(Operate_Type.OT_Absolute, aStrength); SetStrengthRate(Operate_Type.OT_Absolute, aStrengthRate); SetIntelligence(Operate_Type.OT_Absolute, aIntelligence); SetIntelligenceRate(Operate_Type.OT_Absolute, aIntelligenceRate); SetCharm(Operate_Type.OT_Absolute, aCharm); SetCharmRate(Operate_Type.OT_Absolute, aCharmRate); SetAction(Operate_Type.OT_Absolute, aAction); SetActionMax(Operate_Type.OT_Absolute, aActionMax); SetGold(Operate_Type.OT_Absolute, aGold); }