/// <summary> /// 由对应的控制器类负责创建对应的角色实例 /// 好像又回到了wa的结构 /// </summary> /// <returns></returns> public static BossController CreateBoss1(int difficultyLevel) { Character c = CreateBossNormal(difficultyLevel, 25000, "按部就班的便当王", out float miuti); //添加并绑定Boss的技能 c.SkillList = new List <Skill>(); //添加Controller BossController controller = new BossController(c); c.SkillList.Add(SkillBuilder.CreateSkillB1(c, miuti)); c.SkillList.Add(SkillBuilder.CreateSkillB2(c, miuti)); c.SkillList.Add(SkillBuilder.CreateSkillB3(c, miuti)); return(controller); }
/// <summary> /// 由对应的控制器类负责创建对应的角色实例 /// 好像又回到了wa的结构 /// </summary> /// <returns></returns> public static BossController CreateBoss2(int difficultyLevel) { Character c = CreateBossNormal(difficultyLevel, 20000, "有狂暴的二号王", out float miuti); //添加并绑定Boss的技能 c.SkillList = new List <Skill>(); //添加Controller BossController controller = new BossController(c); c.SkillList.Add(SkillBuilder.CreateBOSS2_1(c, miuti)); c.SkillList.Add(SkillBuilder.CreateBOSS2_2(c, miuti)); c.SkillList.Add(SkillBuilder.CreateBOSS2_3(c, miuti)); c.SkillList.Add(SkillBuilder.CreateBOSS2_4(c, miuti)); return(controller); }
public void InitGame(int diff, int level) { LevelName = "第" + level.ToString() + "关"; DifficultyLevel = diff; //创建小队 TeamCharacters = new List <Character>(); TeamCharacters.Add(NPCController.CreateNPC(NPCController.NPCType.Mage, diff)); TeamCharacters.Add(NPCController.CreateNPC(NPCController.NPCType.Tank, diff)); TeamCharacters.Add(NPCController.CreateNPC(NPCController.NPCType.Saber, diff)); TeamCharacters.Add(NPCController.CreateNPC(NPCController.NPCType.Warrior, diff)); //创建玩家 Character c = PlayerController.CreatePlayer(diff); TeamCharacters.Add(c); //加满血 foreach (var v in TeamCharacters) { v.HP = v.MaxHP; } if (level == 1) { //创建BOSS Boss = BossController.CreateBoss1(diff).c; } else if (level == 2) { //创建BOSS Boss = BossController.CreateBoss2(diff).c; } //创建游戏控制器 new GameContrtoller(); //初始化game设定 Player = c; FocusCharacter = Player; PropChanged(); }