/****************************** *对外开放的接口 * * ******************************/ /******************* *用户输入相关 * * *******************/ //返回移动状态 public void backMove() { if (this.mode != MainGame.MODE_FIGHT) { destroyButton(); string str; GameNpc tempNpc = nowObject.GetComponent <GameNpc>(); str = nowObject.ObjectName; if (tempNpc == null) { str += '\n'; } else { Color color = Color.black; str += "(<color=#FFFF00>" + tempNpc.lvl + "</color>"; //HP color.r = 1f - tempNpc.hp / tempNpc.maxHp; color.g = tempNpc.hp / tempNpc.maxHp; color.b = 0f; str += "<color=" + ColorToHex.colorToHex(color) + ">" + tempNpc.hp + "</color>" + "/" + tempNpc.maxHp + " "; //MP color.r = 1f - tempNpc.mp / tempNpc.maxMp; color.b = tempNpc.mp / tempNpc.maxMp; color.g = 0f; str += "<color=" + ColorToHex.colorToHex(color) + ">" + tempNpc.mp + "</color>" + "/" + tempNpc.maxMp + " "; str += "<color=#FF00FF>" + tempNpc.getFightPower() + "</color>)\n"; } str += "--------------\n"; str += nowObject.introduce + "\n"; setText(str); this.mode = MainGame.MODE_MOVE; } }
public static string getStatus(GameNpc npc) { Color color = Color.black; string str; //LVL color.r = 1f - npc.lvl / npc.maxLvl; color.g = 1f - npc.lvl / npc.maxLvl; color.b = 1f - npc.lvl / npc.maxLvl; str = "等级:" + "<color=" + ColorToHex.colorToHex(color) + ">" + npc.lvl + "</color>" + "/" + npc.maxLvl; //EXP color.r = 1f - npc.exp / npc.maxExp; color.g = 1f - npc.exp / npc.maxExp; color.b = 1f - npc.exp / npc.maxExp; str += "(" + npc.exp + "/" + npc.maxExp + ")\n"; //HP color.r = 1f - npc.hp / npc.maxHp; color.g = npc.hp / npc.maxHp; color.b = 0f; str += "HP:" + "<color=" + ColorToHex.colorToHex(color) + ">" + npc.hp + "</color>" + "/" + npc.maxHp + " "; //MP color.r = 1f - npc.mp / npc.maxMp; color.b = npc.mp / npc.maxMp; color.g = 0f; str += " MP :" + "<color=" + ColorToHex.colorToHex(color) + ">" + npc.mp + "</color>" + "/" + npc.maxMp + "\n"; //物理攻击 str += " 物理伤害 :" + "<color=#FF6400FF>" + npc.pAttLow + "</color>" + "/" + npc.pAttHigh + " "; //法术攻击 str += " 法术伤害 :" + "<color=#3D00FFFF>" + npc.mAttLow + "</color>" + "/" + npc.mAttHigh + "\n"; //物理防御 str += " 物理防御 :" + "<color=#FF6400FF>" + npc.pDefPower + "</color> "; //法术防御 str += " 法术防御 :" + "<color=#3D00FFFF>" + npc.mDefPower + "</color>\n"; //力量 color.r = 1f; color.g = npc.liliang / npc.lvl * 50; color.b = 1f; str += " 力量 :" + "<color=" + ColorToHex.colorToHex(color) + ">" + npc.liliang + "</color>" + " "; //敏捷 color.r = 1f; color.g = npc.minjie / npc.lvl * 50; color.b = 1f; str += " 敏捷 :" + "<color=" + ColorToHex.colorToHex(color) + ">" + npc.minjie + "</color>" + " "; //智力 color.r = 1f; color.g = npc.zhili / npc.lvl * 50; color.b = 1f; str += " 智力 :" + "<color=" + ColorToHex.colorToHex(color) + ">" + npc.zhili + "</color>" + " "; //体质 color.r = 1f; color.g = npc.tizhi / npc.lvl * 50; color.b = 1f; str += " 体质 :" + "<color=" + ColorToHex.colorToHex(color) + ">" + npc.tizhi + "</color>" + "\n"; //攻击速度 color = Color.yellow; str += " 速度 :" + "<color=" + ColorToHex.colorToHex(color) + ">" + npc.norFightSpeed + "</color>" + "+" + "<color=#FF0000FF>" + (npc.fightSpeedAmp * npc.norFightSpeed) + "</color> "; //闪避概率 str += " 闪避几率 :" + "<color=#00DB89FF>" + npc.doeOdds + "</color> "; //物理暴击概率 str += " 物暴几率 :" + "<color=#FF6400FF>" + npc.pVioHurtOdds + "</color>\n"; //物理暴击加成 str += " 物暴伤害加成 :" + "<color=#FF6400FF>" + npc.pVioHurtAmp + "</color> "; //物理暴击附加 str += " 物暴伤害附加 :" + "<color=#FF6400FF>" + npc.pVioHurtAdd + "</color>\n"; //物理暴击时无视防御力几率 str += " 物暴无视防御几率 :" + "<color=#FF6400FF>" + npc.pVioHurtMissDefOdds + "</color>\n"; //物理暴击时无视防御力比例 str += " 物暴无视防御比例 :" + "<color=#FF6400FF>" + npc.pVioHurtMissDefAmp + "</color> "; //物理暴击时无视防御力附加 str += " 物暴无视防御附加 :" + "<color=#FF6400FF>" + npc.pVioHurtMissDefAdd + "</color>\n"; //每秒回复HP str += " 每秒回复HP :" + "<color=#00FF00FF>" + npc.recoverHpPerSecond + "</color>+" + "<color=#FF0000FF>" + (npc.autoHeal * npc.maxHp / 100f) + "</color> "; //击中回复HP str += " 每秒回复HP :" + "<color=#00FF00FF>" + npc.recoverHpPerHit + "</color>\n"; //每秒回复MP str += " 每秒回复MP :" + "<color=#3D00FFFF>" + npc.recoverMpPerSecond + "</color>+" + "<color=#FF0000FF>" + (npc.autoMuse * npc.maxMp / 100f) + "</color> "; //击中回复MP str += " 每秒回复MP :" + "<color=#3D00FFFF>" + npc.recoverMpPerHit + "</color>\n"; return(str); }